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

John Carlson yottzumm at gmail.com
Thu Jun 22 19:02:18 PDT 2023


The only “import” i have converts JSON to a python scenegraph.  Unfinished,
but works in some cases.  I have a serializer as well, but it's very
unfinished.

https://github.com/coderextreme/X3DJSONLD/blob/master/src/main/python/x3djsonld.py

On Thu, Jun 22, 2023 at 6:14 PM GPU Group <gpugroup at gmail.com> wrote:

> 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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