[x3d-public] Blender USD

John Carlson yottzumm at gmail.com
Tue Sep 5 04:27:19 PDT 2023


Has anyone experimented with USD export from blender?

On Tue, Sep 5, 2023 at 6:24 AM John Carlson <yottzumm at gmail.com> wrote:

> Note that translating Blender Transforms to HAnim for one model per file
> is straightforward, pretty much.  One will just needs to confirm the joint
> DEFs can be copied over to name field with a few exceptions.  We will see
> what happens when we get to sites and segments.
>
> Well, I should probably stop procrastinating.
>
> John
>
> On Tue, Sep 5, 2023 at 3:31 AM John Carlson <yottzumm at gmail.com> wrote:
>
>> Blender 3.6.2 is working superbly now to import FBX and export gltf.  Now
>> I just need to add visualization to my HAnim skeleton i create from the
>> VRML output from converting gltf to X3DV using tovrmlx3d.pl.  Does
>> anyone want to follow my trail?
>>
>> We will get HAnim from Blender one way or another.  Another feature to
>> add is checking for approved joints, segments and sites.
>>
>> John
>>
>> On Mon, Sep 4, 2023 at 6:43 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Blender isn't working, I will try to be patient.
>>>
>>> John
>>>
>>> On Mon, Sep 4, 2023 at 6:31 PM John Carlson <yottzumm at gmail.com> wrote:
>>>
>>>> Michalis,
>>>>
>>>> Those aren't good options, at least on windows.  The first one has this
>>>> warning:
>>>>
>>>> "Precompiled binaries include proprietary code from the Autodesk FBX
>>>> SDK 2020, which is distributed under the Autodesk LICENSE AND SERVICES
>>>> AGREEMENT
>>>> <https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX-SDK-License.rtf>
>>>> .
>>>>
>>>> By downloading and using this tool, you agree to the terms of that
>>>> Autodesk proprietary license."
>>>>
>>>>
>>>> Not going there.
>>>>
>>>>
>>>> The second one has a reference to another github, which make contain
>>>> FBX SDK, I didn't look into it much
>>>>
>>>> Assimp doesn't compile, viewers are pretty defunct and cloudflare is
>>>> blocking open3mod.com or something.
>>>>
>>>>
>>>> Assimp is no longer recommended on x3d resources.
>>>>
>>>>
>>>> Not good choices. A better choice might be Blender to glTF, I'll look
>>>> into it
>>>>
>>>>
>>>> I'll
>>>>
>>>> On Mon, Sep 4, 2023 at 11:18 AM Michalis Kamburelis <
>>>> michalis.kambi at gmail.com> wrote:
>>>>
>>>>> One way I know is to convert FBX to glTF using
>>>>> https://github.com/godotengine/FBX2glTF .
>>>>>
>>>>> Then convert glTF to X3D, e.g. using CGE/view3dscene or X_ITE.
>>>>>
>>>>> Indeed it's a double-conversion, two points where things can get lost
>>>>> / wrong. But I don't think we have a more direct approach at this
>>>>> point if you want to get X3D in the end.
>>>>>
>>>>> FBX2glTF is developed by the Godot game engine devs,
>>>>> https://godotengine.org/fbx-import/ . I fully second their notion is
>>>>> the documentation to *avoid using FBX as much as you can*, it's a
>>>>> closed format. All open standards (X3D, glTF, USD...) are really
>>>>> better. But sometimes we don't have a choice, which I guess is also
>>>>> why you ask :)
>>>>>
>>>>> Other ways: use https://github.com/facebookincubator/FBX2glTF (no
>>>>> longer maintained actively, Godot fork is more active) or using
>>>>> https://github.com/assimp/assimp . They also offer FBX -> glTF at
>>>>> best, so you'd still need 2nd conversion glTF -> X3D.
>>>>>
>>>>> Regards,
>>>>> Michalis
>>>>>
>>>>>
>>>>>
>>>>> pon., 4 wrz 2023 o 18:07 Joe D Williams <joedwil at earthlink.net>
>>>>> napisał(a):
>>>>> >
>>>>> > How to get .fbx into x3d?
>>>>> > Joe
>>>>> >
>>>>> >
>>>>> > _______________________________________________
>>>>> > x3d-public mailing list
>>>>> > x3d-public at web3d.org
>>>>> > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>
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>>>>>
>>>>
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