[x3d-public] Blender > Exporting rig transforms to HAnim?

GPU Group gpugroup at gmail.com
Thu Jun 22 16:13:48 PDT 2023


John,
x3d.py looks interesting -- the node classes have XML, JSON, HTML, VRML
export functions (missing equivalent import functions?)
- I'll study it
-Doug

On Thu, Jun 22, 2023 at 4:48 PM John Carlson <yottzumm at gmail.com> wrote:

> Check out x3d.py X3DPSAIL for python graph.
> Check out x3djsonld.py (X3DJSONLD) for JSON -> x3d.py structures -> XML,
> HTML5,VRML, etc.
>
>  x3djsonld.py needs more work.
>
> John
>
> On Thu, Jun 22, 2023 at 4:51 PM GPU Group <gpugroup at gmail.com> wrote:
>
>> A quick peek at gltf export/import: they do a 2-step conversion
>> blender scenegraph <=> gltf scenegraph <=> files (.gltf, .glb etc)
>> I've seen 2-step before, with collada exporter
>> I don't quite understand the need for the middle format - seems a bit
>> bureaucratic - but working well for them, perhaps easier to maintain 2-way
>> conversions per-node-class. And can export /import to different file
>> formats .x3dv and .x3d from same middle format. They also mention something
>> generated automatically from some specification.
>> Options:
>> 1. do what they do, except with a web3d python scenegraph in the middle
>> a) if someone has one already, use that
>> b) generate one from specifications
>> c) manually create one in python
>> 2. copy their bender <=> gltf part, and change the gltf <=> files part to
>> x3dv,x3d
>> x but would be missing things that gltf doesn't have but web3d does?
>> 3. stick with 1-step, hack / upgrade current x3d exporter using gltf
>> blender <=> gltf as guide to getting all the blender goodies
>>
>> 1.a) Q. does anyone have python web3d node classes suitable for a
>> scenegraph, or b) can generate from specs?
>> Thanks,
>> -Doug
>>
>> On Thu, Jun 22, 2023 at 2:38 PM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>>> I too share that Blender->X3D conversion dream, Michalis!  8)
>>>
>>>
>>>
>>> Given that X3D data types are clearly defined with thorough
>>> animation/interaction support, and given that you have indeed mapped glTF
>>> 2.0 rendering into X3D 4.0 capabilities, it is reasonable for anyone
>>> pursuing this effort to expect that complete success of rendering and
>>> animation is indeed possible.  Good to know when pursuing worthy goals.
>>>
>>>
>>>
>>> all the best, Don
>>>
>>> --
>>>
>>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>>> brutzman at nps.edu
>>>
>>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>>> +1.831.656.2149
>>>
>>> X3D graphics, virtual worlds, navy robotics
>>> https://faculty.nps.edu/brutzman
>>>
>>>
>>>
>>> -----Original Message-----
>>> From: x3d-public <x3d-public-bounces at web3d.org> On Behalf Of Michalis
>>> Kamburelis
>>> Sent: Thursday, June 22, 2023 9:40 AM
>>> To: GPU Group <gpugroup at gmail.com>
>>> Cc: X3D Graphics public mailing list <x3d-public at web3d.org>
>>> Subject: Re: [x3d-public] Blender > Exporting rig transforms to HAnim?
>>>
>>>
>>>
>>> Blender->glTF exporter from Khronos (
>>>
>>> https://github.com/KhronosGroup/glTF-Blender-IO/ , regularly synched to
>>> the version bundled with Blender) has great support for animations.
>>>
>>> Simple animations (changing transformations), shape keys (this means
>>> "CoordinateInterpolator" in X3D), skinning (H-Anim in X3D). And it supports
>>> some more things too :) Like working textures, PBR, custom properties
>>> ("metadata" in X3D).
>>>
>>>
>>>
>>> I indeed dream that someone will have time to upgrade the Blender->X3D
>>> exporter to add there these capabilities, and yes, looking at
>>>
>>> Blender->glTF exporter is a reasonable approach for this.
>>>
>>>
>>>
>>> Regards,
>>>
>>> Michalis
>>>
>>>
>>>
>>>
>>>
>>> czw., 22 cze 2023 o 18:31 GPU Group <gpugroup at gmail.com> napisał(a):
>>>
>>> >
>>>
>>> > Thanks Michalis for info.
>>>
>>> > Q. Does another Blender exporter for another format (not x3d) export
>>> the rig transforms / animations?
>>>
>>> > Hypothesis: if another exporter does, then it would be possible to
>>> copy / adapt code from that exporter to x3d exporter.
>>>
>>> > -Doug
>>>
>>> >
>>>
>>> > On Thu, Jun 22, 2023 at 10:22 AM Michalis Kamburelis <
>>> michalis.kambi at gmail.com> wrote:
>>>
>>> >>
>>>
>>> >> The Blender->X3D exporter unfortunately doesn't support animations
>>>
>>> >> (of any kind - even simple transformations, not to mention skinning
>>>
>>> >> animation with H-Anim).
>>>
>>> >>
>>>
>>> >> Regards,
>>>
>>> >> Michalis
>>>
>>> >>
>>>
>>> >>
>>>
>>> >>
>>>
>>> >> czw., 22 cze 2023 o 18:16 GPU Group <gpugroup at gmail.com> napisał(a):
>>>
>>> >> >
>>>
>>> >> > If I make a skin and add a rig in Blender, on export, how do I get
>>> any rig transforms to export to HAnim along with the skin?
>>>
>>> >> > When I use the default x3d export, all I see is the skin in an
>>> IndexedFaceSet.
>>>
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