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

Joseph D Williams joedwil at earthlink.net
Fri Jun 23 13:53:33 PDT 2023


➢ Blender) has great support for animations.

Blender(?) and gltf (last I looked) animations only support fixed time steps for the interpolators. Only number of frames and fixed timestep is provided in the gltf. No list of key(s), only keyvalue(s). . Blender may allow other than linear interpolation and maybe easein and easeout?   
For most scenes, even when just making a video, this is sort of handicap. When using this fixed frame rate animation in x3d this tends to make giant key lists 
This and gltf current present a reason we might need to be able to def and use interpolator key lists, or even provide number of frames and timestep interfaces to the interpolators This would reduce user code in ffps (fixed frame per second) style animation schemes (mainly capture and reuse apps, apparently).  
Thanks,
Joe




From: GPU Group
Sent: Thursday, June 22, 2023 4:14 PM
To: John Carlson
Cc: X3D Graphics public mailing list
Subject: Re: [x3d-public] Blender > Exporting rig transforms to HAnim?

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.
_______________________________________________
x3d-public mailing list
x3d-public at web3d.org
http://web3d.org/mailman/listinfo/x3d-public_web3d.org
_______________________________________________
x3d-public mailing list
x3d-public at web3d.org
http://web3d.org/mailman/listinfo/x3d-public_web3d.org

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20230623/6be0cd76/attachment.html>


More information about the x3d-public mailing list