<div dir="ltr">Thanks Michalis,<div><br></div><div>I don't know how to create a branch except from my main branch, which already has changes on the Blender site.</div><div><br></div><div>I'm guessing I have to branch from upstrearm/main, but I don't know how to do that, or how to create a branch on blender's site that's separate from my main branch, which pulls from upstream/main</div><div><br></div><div>I mean "changes that are committed in my main branch"</div><div><br></div><div>AFAIK, when I check changes from my main local branch, they go into an existing pull request.</div><div><br></div><div>Since I am only modifying the exporter, I'd like to start a new branch from upstream/main (which may be a remote branch).</div><div><br></div><div>I've mostly just worked with main branches, with some awful experience trying to create other branches.</div><div><br></div><div><br></div><div>John</div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Sun, Jan 5, 2025 at 10:16 PM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">John,<br>
<br>
I don't understand what you exactly mean, unfortunately -- you seem to<br>
mix up terminology. You say "create a git branch which does not<br>
include main branch changes (open pull request)" but it doesn't make<br>
sense -- because a branch does not "include" other branches. A branch<br>
includes commits that you want, and they can overlap as much (or as<br>
little) with other branches. When you create a branch, you start it at<br>
a commit (any chosen commit from any chosen branch). When you submit a<br>
PR, you indicate which branch (and from what fork) you want to merge<br>
into another branch.<br>
<br>
Regards,<br>
Michalis<br>
<br>
<br>
niedz., 5 sty 2025 o 21:26 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<br>
><br>
> If anyone knows how to create a git branch which does not include main branch changes (open pull request), I may be able to work on this to get it into the main export code.<br>
><br>
> John<br>
><br>
> On Sun, Jan 5, 2025 at 1:50 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br>
>><br>
>> I do hope this code can help someone export animations from Blender. There’s both bone and object export. I’m not saying it’s complete yet. .blend or .gltf animated files are welcome for me to test:<br>
>><br>
>> <a href="https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3dv/blender/exp/export_interpolators.py" rel="noreferrer" target="_blank">https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3dv/blender/exp/export_interpolators.py</a><br>
>><br>
>> Position and Orientation Interpolators are supported with a single TimeSensor.<br>
>><br>
>> John<br>
>><br>
>> On Sun, Jan 5, 2025 at 5:49 AM Vincent Marchetti via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>> wrote:<br>
>>><br>
>>> Reminder about Blender-X3D meeting, with corrected link to agenda<br>
>>><br>
>>> Date/Time is Jan 7 2025. at 12:00 PM EST, 17:00 UTC<br>
>>><br>
>>> Zoom: <a href="https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09" rel="noreferrer" target="_blank">https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09</a><br>
>>><br>
>>> Agenda Document: <a href="https://docs.google.com/document/d/1UmZ8f26cP4ZuG4kgDVT5YYzbGW-9fUY_qw0Asg4vEww/edit" rel="noreferrer" target="_blank">https://docs.google.com/document/d/1UmZ8f26cP4ZuG4kgDVT5YYzbGW-9fUY_qw0Asg4vEww/edit</a><br>
>>><br>
>>> The code in the pull-request <a href="https://projects.blender.org/extensions/io_scene_x3d/pulls/49" rel="noreferrer" target="_blank">https://projects.blender.org/extensions/io_scene_x3d/pulls/49</a> also correctly exports a TextureTransform in the context of the HAnim example submitted by Joe Williams in email of Dec 27 "JoeKick...". To be accurate, the static TextureTransform is exported, the interpoolator nodes and ROUTE statements which serve to animate the TextureTransform fields are not exported. I hope that reviewing, with Michalis' help, the Blender way of handling animation will help guide how to export this animation to X3D.<br>
>>><br>
>>><br>
>>> Vince Marchetti<br>
>>><br>
>>> --<br>
>>> X3D-Ecosystem mailing list<br>
>>> <a href="mailto:X3D-Ecosystem@web3d.org" target="_blank">X3D-Ecosystem@web3d.org</a><br>
>>> <a href="http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org" rel="noreferrer" target="_blank">http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org</a><br>
</blockquote></div>