[x3d-public] Blender exporter
web3d at realism.com
Wed Jun 10 15:48:21 PDT 2015
That would be great. I have a online tool that does conversion from FBX
to X3D. The tool has problems because Blender cannot handle many FBX
files and the X3D converter is not always so good (as you have noted).
I do have a request for any future work in Blender (or other DCC tool)
If at all possible, please avoid PROTOs and Script nodes. Script nodes
have a naming conflict with HTML and some work will need to be done.
Almost all PROTOs use Script nodes making them not work so well with
HTML (X3DOM). BTW, Inlines work great; though there are issues with
multiple URLs (especially from different domains).
> I hacked an older Bart Campbell python exporter a few times, about 5 years ago, you're welcome to start with or get ideas from this if you don't like the current blender x3d exporter. IIRC the main things I did differently:
> a) used an xml library to help form elements
> b) included sub-scenes
> But I suspect didn't include the sub-scenes correctly, or could have made an option on how to use them They should have been exported as Inlines or Protos and I think I included them in a single export file.
> x didn't do animations or fancy stuff - just static
> - there's a hint/comment in the .py on how to use it with recent versions of blender ie in blender console you enter a command, rather than installing it
>> 1. Full-featured Blender exporter to X3D, supporting animations and
>> other stuff. Current Blender->X3D exporter (bundled with Blender) is
>> indeed limited to static models, and has various other annoyances/lacks.
>> For my open-source 3D game engine (Castle Game Engine
>> http://castle-engine.sourceforge.net/ ), it's a great pity that the most
>> popular open-source 3D authoring tool (Blender!) doesn't have a good X3D
>> I tried to tackle it a couple of times, but never found enough time...
>> Enough:) Let's do this:)
>> Technical notes:
>> - Note that this is a task for Python coding. There's no need to modify
>> Blender "core" in C++ to create a good X3D exporter (Python script is
>> much easier to approach, and is suggested way by Blender devs).
>> - I want to submit the exporter (either a new exporter, or as
>> much-improved existing exporter) to the Blender to make it included in
>> the Blender releases.
>> As for X3D importer, I see some effort going on already, see Blender
>> mailing list "[Bf-python] Got X3D import fixes" recent thread. I did not
>> have the time to actually check it yet.
>> Details what features I would like to add (on top of existing
>> Blender->X3D features):
>> - Export of transformation (translating / rotating / scaling) animation.
>> This simply converts to X3D animation using interpolators on Transform
>> nodes. This should cover all Blender objects: visible shapes, and also
>> cameras and lights.
>> - Export of animation export for mesh deformation, so that you can
>> export "baked" animated characters (from armature animation, from shape
>> keys animation etc.) This is simply converted to X3D
>> CoordinateInterpolator that modifies whole
>> IndexedFace/TriangleSet.Coordinate contents.
>> - Take into account Blender actions: each separate Blender action
>> results in a separate TimeSensor node in X3D. Effectively, your X3D file
>> will contain all your actions, and you can run your chosen action by
>> activating a similarly-named TimeSensor node in X3D. An option to
>> auto-run the first action automatically upon opening the X3D file (by
>> ProximitySensor) will be available.
>> - Add export of Blender's custom properties to X3D metadata.
>> - Add export of Blender's Empty objects to X3D Transform node. By
>> itself, Transform node without any children is useless, but it can be
>> used by game engine e.g. to interpret it as a placeholder for initial
>> creatures/items/traps etc. location on the level (together with above
>> - Add multi-texturing export.
>> - Add export of 3D sound animation.
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