<div dir="ltr">Here are the good results (well, perhaps) from baking soft-body physics in a Blender script that exports X3D (without soft-body) as previously mentioned.<div><br></div><div>I have most of the python scripts (except for the one's I overwrote, oops!) and the result .x3d.</div><div><br></div><div>If you run the python script inside Blender, an output file should be placed in your home folder, you'll have to check there.</div><div><br></div><div>Once the baking and export is done, Blender will be available to view the animation. The question is, if you don't do the baking, will the animation still work in Blender? I don't really know at this point. It may be worth modifying the script to not do the baking, and see what happens?</div><div><br></div><div>I don't have problems doing soft-body physics in Blender, so I think they would work one way or the other. I did have a soft-body example that didn't use cloth, and I recall that working, but i can't swear by it.</div><div><br></div><div><br></div><div>John</div><br><div class="gmail_chip gmail_drive_chip" style="width:386px;height:20px;max-height:20px;background-color:#f5f5f5;margin:6px 0;padding:10px;color:#222;font:normal 400 14px/20px 'Google Sans',sans-serif;border:1px solid #ddd"><a href="https://drive.google.com/open?id=1IaZbrWZD6N3GxSf_u15vVPiHLljc3x2B" target="_blank" style="color:rgb(32,33,36);display:inline-block;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;text-decoration:none;border:none;width:100%" aria-label="pseudosoftbodyphysics.zip"><img style="vertical-align: text-bottom; border: none; padding-right: 10px; height: 20px;" alt="" src="https://drive-thirdparty.googleusercontent.com/32/type/application/x-zip-compressed"> <span dir="ltr" style="vertical-align:bottom">pseudosoftbodyphysics.zip</span></a></div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Tue, Dec 2, 2025 at 2:13 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@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">I’ve been working with <span style="font-family:-apple-system,sans-serif">soft body physics baking in Blender X3D export to CoordinateInterpolator and I’m wondering if anyone is interested in this feature in the main exporter. Just be warned, it will be an optional feature, to be replaced by a soft body solution in the standard. Also be aware, I’ve personally seen it take over 50 minutes for 250 frames to export, with just one soft body. But I remember the days when it took 2 hours for 1 frame, in 1986. The interpolator performs adequately, but with low resolution sampling.</span><div dir="auto"><span style="font-family:-apple-system,sans-serif"><br></span></div><div dir="auto"><span style="font-family:-apple-system,sans-serif">So far, it’s not a great solution, a soft body may go right through a solid object. I don’t know if that’s Blender, AI or a sampling issue currently.</span></div><div dir="auto"><span style="font-family:-apple-system,sans-serif"><br></span></div><div dir="auto">I am thinking of a custom property or other identifier for soft bodies may be indicated.</div><div dir="auto"><br></div><div dir="auto">Does anyone know if Transforms can be used to adjust CoordinateInterpolators, potentially by adjusting Coordinate.point via matrix multiplication?</div><div dir="auto"><br></div><div dir="auto">John</div>
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