<div dir="ltr">I sent tickets #80 and #81 to start fixing Python output from X3dToPython.xslt and X3DJSAIL, which apparently causes x3d.py to break (the problem isn;'t in x3d.py). If you need more data than just the basic XML files, let me know.<div><br></div><div>John</div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Sat, Dec 6, 2025 at 1:07 PM Don Brutzman <<a href="mailto:don.brutzman@gmail.com">don.brutzman@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"><div dir="ltr"><div>John, thanks for reporting that you are having problems with X3DPSAIL. However there is insufficient information that might enable investigation or duplication of each difficulty.</div><div><br></div><div>Please post an issue for goal X3D and x3d.py X3DPSAIL source
(small fragments preferred if possible) at the following site. If a prior issue pertains, that can help too.</div><div><ul><li>SourceForge x3d Tickets</li><li><a href="https://sourceforge.net/p/x3d/tickets" target="_blank">https://sourceforge.net/p/x3d/tickets</a></li></ul></div><div><div dir="ltr" class="gmail_signature"><div dir="ltr"><div style="color:rgb(34,34,34)"><span style="font-family:monospace">all the best, Don</span></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 Thu, Dec 4, 2025 at 3:56 PM 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"><div dir="auto">Okay, Don!</div><div dir="auto"><br></div><div dir="auto">I noticed 3 things about most of the python:</div><div dir="auto"><br></div><div dir="auto">* missing HAnim component</div><div dir="auto">* TimeSensor in wrong place </div><div dir="auto">* missing joints field</div><div dir="auto"><br></div><div dir="auto">I hand edited these into place in the exported X3D.</div><div dir="auto"><br></div><div dir="auto">I agree that adding a creaseAngle should be easy. <span>I’ll probably add crease angle to the python by hand.</span></div><div dir="auto"><br></div><div dir="auto">X3DPSAIL is another question, because I’d probably have to hand edit exports due to DEF/USE. Already TimeSensor is misplaced in my examples (not the official blender exporter).</div><div dir="auto"><br></div><div dir="auto">Apparently, creating facial features and positioning hair is much more difficult, and UV textures need to be looked at more. Also clothing. There’s much to be desired. However, coveroids matching the skin, like blouse and pants have worked.</div><div dir="auto"><br></div><div dir="auto">Joe asked for HAnimSegments, but I’m not sure how to get those in/out of Blender yet. If someone has python that creates HAnimSegments properly, great!</div><div dir="auto"><br></div><div dir="auto">This is only the beginning!</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Dec 4, 2025 at 12:44 PM Don Brutzman <<a href="mailto:don.brutzman@gmail.com" target="_blank">don.brutzman@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"><div dir="ltr"><div dir="auto">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" target="_blank">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"><div dir="ltr"><div style="color:rgb(34,34,34)"><font face="monospace" style="font-family:monospace;color:rgb(34,34,34)"><br></font></div><div style="color:rgb(34,34,34)"><font face="monospace" style="font-family:monospace;color:rgb(34,34,34)">all the best, Don</font></div><div style="color:rgb(34,34,34)"><font face="monospace" style="font-family:monospace;color:rgb(34,34,34)">-- </font></div><div style="color:rgb(34,34,34)"><font face="monospace" style="font-family:monospace;color:rgb(34,34,34)">X3D Graphics, Maritime Robotics, Distributed Simulation</font></div><div style="color:rgb(34,34,34)"><font face="monospace" style="font-family:monospace;color:rgb(34,34,34)">Relative Motion Consulting <a href="https://RelativeMotion.info" style="font-family:monospace" target="_blank">https://RelativeMotion.info</a></font></div></div></div></div><br></div><br><div class="gmail_quote"></div><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></div><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"></blockquote></div><div class="gmail_quote"><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;margin:6px 0px;padding:10px;font-style:normal;font-variant-caps:normal;font-weight:400;font-size:14px;line-height:20px;font-family:"Google Sans",sans-serif;font-size-adjust:none;font-kerning:auto;font-variant-alternates:normal;font-variant-ligatures:normal;font-variant-numeric:normal;font-variant-east-asian:normal;font-feature-settings:normal;border:1px solid rgb(221,221,221);background-color:rgb(245,245,245);color:rgb(34,34,34)"><a href="https://drive.google.com/open?id=1IaZbrWZD6N3GxSf_u15vVPiHLljc3x2B" style="display:inline-block;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;text-decoration:none;border:medium;width:100%;font-family:"Google Sans",sans-serif;color:rgb(32,33,36)" aria-label="pseudosoftbodyphysics.zip" target="_blank"><img style="vertical-align: text-bottom; border: medium; padding-right: 10px; height: 20px; font-family: "Google Sans", sans-serif;" alt=""> <span dir="ltr" style="vertical-align:bottom;font-family:"Google Sans",sans-serif">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>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><br></span></div><div dir="auto"><span>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><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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