<div dir="auto">I will try to view the sand runner bike glTF file to see if the .blend file you provided reflects what’s in the .glTF. I’m wondering what the best Windows glTF viewer currently is.</div><div dir="auto"><br></div><div dir="auto">If the .blend file isn’t accurate, I will attempt a new .blend file with Blender 5.0.</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Sun, Jan 5, 2025 at 8:40 PM <a href="mailto:vmarchetti@kshell.com">vmarchetti@kshell.com</a> <<a href="mailto:vmarchetti@kshell.com">vmarchetti@kshell.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Responding to the request for test .blend or .gltf files that demonstrate animation:<br>
<br>
There is an animated "sandrunner", some kind of turbine powered hovering moped from Star Wars, that's been incorporated as a gltf inline in an X3D scene here: <a href="https://metagrid1.sv.vt.edu/~bsandbro/gltf" rel="noreferrer" target="_blank">https://metagrid1.sv.vt.edu/~bsandbro/gltf</a> <br>
<br>
The scene.gltf, scene.bin, and texture files can be downloaded from this folder : <a href="https://metagrid1.sv.vt.edu/~bsandbro/gltf/bike/" rel="noreferrer" target="_blank">https://metagrid1.sv.vt.edu/~bsandbro/gltf/bike/</a><br>
<br>
This model is originally from SketchFab : <a href="https://sketchfab.com/3d-models/hover-bike-the-rocket-8b2e5bfca78e41c791b4e5b5e8c04512" rel="noreferrer" target="_blank">https://sketchfab.com/3d-models/hover-bike-the-rocket-8b2e5bfca78e41c791b4e5b5e8c04512</a><br>
<br>
After downloading the scene.gltf and the resources (scene.bin, textures folder) I was able to import into Blender 4.2.1 There were some odd artifacts which were handled as discussed by others at <a href="https://projects.blender.org/blender/blender/issues/117812" rel="noreferrer" target="_blank">https://projects.blender.org/blender/blender/issues/117812</a><br>
<br>
I have put the resulting .blend file in the "submitted files" folder for the Jan 7 call. The url to download this sandrunner_bike.blend file is <br>
<a href="https://drive.google.com/file/d/1n4_Nb-7SdjnGFFIGSX4Tm5kJ4pWZamwk/view?usp=sharing" rel="noreferrer" target="_blank">https://drive.google.com/file/d/1n4_Nb-7SdjnGFFIGSX4Tm5kJ4pWZamwk/view?usp=sharing</a><br>
<br>
I've added a Blender and a camera and it renders fine as a static model. I don't know if the animation works, because I don't know how to make any animation work in Blender :) I hope to learn enough from Michalis Tuesday to find out.<br>
<br>
I hope these files help to test your exporter code<br>
<br>
Vince Marchetti<br>
<br>
<br>
<br>
<br>
<br>
> On Jan 5, 2025, at 2:50 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>
> 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>
<br>
</blockquote></div></div>