<div dir="ltr">Looks great, Vince. I've been meaning to post about HAnim export process.<div><br></div><div>1. Animation isn't working well yet, or isn't organized. I haven't checked skin weight info lately</div><div><br></div><div>2. I have 2 separate forms of geometry, one under joints, and one under transforms.</div><div><br></div><div>3. I ran through Michalis' examples, but the 2 HAnim examples I'm working on are Vince's sand runner and Katy's Gramps.</div><div><br></div><div>4. Contributions of Jin*'s or Joe*'s or Korean* in blender format are welcome!</div><div><br></div><div>5. Michalis's quick HAnim works, last I checked. I'll go back to that as a based case.</div><div><br></div><div>John</div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Tue, Dec 16, 2025 at 3:22 PM Vincent Marchetti via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org">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">I’ve posted a webpage on some initial work:<br>
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<a href="https://www.kshell.com/pages/physbasedrender/normalmap/index.html" rel="noreferrer" target="_blank">https://www.kshell.com/pages/physbasedrender/normalmap/index.html</a> <br>
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The page includes links to 3D visualizations using the PhysicalMaterial node.<br>
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>From the page…<br>
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This page presents early-stage work for directly exporting the X3D V4 PhysicalMaterial node from Blender. There is an existing two-step export and conversion based on current implementations of Blender (and the Blender glTF import/export extension ) and Castle Game Engine to performing this conversion.<br>
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The example material shown here is intended to represent brass metal (by choice of base color , metallic, and roughness values ), and a normal map defined by a texture to give the visual appearance of indentations ("dimples") in the metal. For simplicity texture-based blending of the base color , metallic, roughness are not tested with this example.<br>
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Initial results:<br>
• The two-step process, along with some manual editing, yields an X3D file that passes current X3D V4 validation<br>
• The resulting file, along with X3DOM variant described below, give equivalent visualizations in three X3D viewers<br>
• Reminded that X3DOM uses different names for some of the fields of the PhysicalMaterial node.<br>
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Vince Marchetti<br>
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