<div dir="auto">Why do I need to learn Blender?</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto"><div dir="auto"><a href="https://youtu.be/ytomieYqUCQ?si=GXDiSTA6j3ZkUsID">https://youtu.be/ytomieYqUCQ</a></div><div dir="auto"><br></div><div dir="auto">John </div></div><div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Sat, Dec 21, 2024 at 12:11 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">I’ve moved discussion here to include others: <div dir="auto"><a href="https://projects.blender.org/extensions/io_scene_x3d/issues/64#issuecomment-1374368" target="_blank">https://projects.blender.org/extensions/io_scene_x3d/issues/64</a></div></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Dec 21, 2024 at 11:58 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">The trick on export is to traverse the non-bone joint+ hierarchy, and get the bone_parent to retrieve the bone head (joint center). Then I look up the vertex groups from the bone name to get the weights and coordIndexes.</div><div dir="auto"><br></div><div dir="auto">Now the question is, do I put animations on bone joints or non-bone joints. I think bone joints is best. So when I traverse the non-bone hierarchy, I ignore empties that are joints, and do any animation on transforms or sites (which carry the mesh). I am not aware that I can animate segments. I still am not convinced that I’ll be able to distinguish Sites and Segments from Transforms on output. I guess segments are direct children of joints.</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Dec 21, 2024 at 9:26 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">In summary, on Blender import, to enable x3d transform animation, I have to create empty objects. To enable skin weights, I need bones. That means 2 hierarchies because armature has 2 hierarchies, one empties, etc, and one bones. We can’t multiply out the transform hierarchy and set matrix world like we do in production because of transform animation. I agree, it’s super simple without animation.</div><div dir="auto"><br></div><div dir="auto">Some collada models expect the matrixes to be multiplied out on x3d reimport and have hierarchical meshes. They don’t have animation. Please provide collada models with animation. We might be able to fix x3d export here if someone tells me how to handle hierarchical meshes. In general, all objects in blender have transforms, so this needs to be thought out. Primarily, I think, each x3d object equivalent will have a transform and a shape on export. I don’t know how I’m going to convert empties to sites and segments except by name. I think that’s implemented, I forget if I disabled it or it’s not available on import. This is one reason why the exporter is in flux. We probably can create an option on export.</div><div dir="auto"><br></div><div dir="auto">Some models have both skin and segments. We need segments to support sites.</div><div dir="auto"><br></div><div dir="auto">Do we want animation import? What I can probably do is detect animation and turn on hierarchical loading.</div><div dir="auto"><br></div><div dir="auto">At this point, OpenUSD looks super attractive if they opened up the .usda grammar. AFAIK, every prim has a matrix.</div><div dir="auto"><br></div><div dir="auto">If someone has a snapshot of an object attached to a parent bone in the blender hierarchy, that would be super helpful.</div><div dir="auto"><br></div><div dir="auto">John</div><div dir="auto"><br></div><div dir="auto"><br></div>
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