<div dir="ltr"><div>Thanks for an impressive set of examples John! You are certainly demonstrating the "art of the possible" here. Also confirming that "baking" such animations in advance can be a useful technique for real-time playback.</div><div><br></div><div>Modeling suggestion: the given creaseAngle value helps show individual polygons... am expecting that with some adjustment, the cloth mesh will look completely smooth.</div><div><ul><li>X3D Tooltips, IndexedFaceSet, creaseAngle</li><li><a href="https://www.web3d.org/x3d/tooltips/X3dTooltips.html#IndexedFaceSet.creaseAngle">https://www.web3d.org/x3d/tooltips/X3dTooltips.html#IndexedFaceSet.creaseAngle</a></li></ul></div><div>Wondering if you might want to adapt one of these programs to instead use x3d.py X3DPSAIL for source code? Am hoping it would be easier to ensure that the .x3d you produce is always valid. If so, and if there are any gaps in x3d.py library, then please post an issue and I can work on diagnosing or updating the library.</div><div><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div style="color:rgb(34,34,34)"><font face="monospace"><br></font></div><div style="color:rgb(34,34,34)"><font face="monospace">all the best, Don</font></div><div style="color:rgb(34,34,34)"><font face="monospace">-- </font></div><div style="color:rgb(34,34,34)"><font face="monospace">X3D Graphics, Maritime Robotics, Distributed Simulation</font></div><div style="color:rgb(34,34,34)"><font face="monospace">Relative Motion Consulting <a href="https://RelativeMotion.info" target="_blank">https://RelativeMotion.info</a></font></div></div></div></div><br></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Dec 3, 2025 at 10:51 PM John Carlson via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</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"><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:rgb(245,245,245);margin:6px 0px;padding:10px;color:rgb(34,34,34);font:400 14px/20px "Google Sans",sans-serif;border:1px solid rgb(221,221,221)"><a href="https://drive.google.com/open?id=1IaZbrWZD6N3GxSf_u15vVPiHLljc3x2B" 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" target="_blank"><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"><div dir="ltr" class="gmail_attr">On Tue, Dec 2, 2025 at 2:13 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">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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