[x3d-public] Exporting skin coord info (weights) from blender in VRML

John Carlson yottzumm at gmail.com
Tue Sep 12 17:12:38 PDT 2023


Katy, I’m hoping to used the weights file format and the joint locations
format when exporting from Blender.  That will make everything super
compatible.

Probably joint rotations will not be included unless i can see how glTF
does it.

John

On Tue, Sep 12, 2023 at 6:51 PM John Carlson <yottzumm at gmail.com> wrote:

> My next project will be exporting skinCoord info either from glTF Blender
> exports or directly via a Blender python script, probably in VRML, since
> I’ve been using it.  This obviously requires joints and mesh indexes as
> well.  I will not be exporting joint rotations unless someone who has tried
> it tells me how to do it.
>
> If someone has already done HAnim export from Blender, or glTF, let me
> know.
>
> I will be using Katy’s model unless someone can send me some examples.
>
>
>
> On Tue, Sep 12, 2023 at 5:09 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Note:  I now have a working system that takes 1 (exactly one) FBX model
>> exported from Blender in both X3D and glTF formats and combines them with
>> weight information from C4D and joint locations and combines them. Y up
>> doesn't quite work yet, but that will be working soon, I hope.  I will
>> start work on converting and adding animations, probably using the glTF
>> Blender export. This was the latest in a series of prototypes.  This one
>> significantly reduces the number of extra files, including files for mesh
>> and textures (UV).
>>
>>
>> Here are  a couple of patches I've had to make to the X3DV output (
>> patchup.pl)--there's also something with Shape I may have introduced.
>>
>> DEF coords_ME_mesh_t_Lily_RV7_Shape -> Coordinate
>> DEF normals_ME_mesh_t_Lily_RV7_Shape -> Normal
>>
>> Here is the most recent tested version (lots of Perl, no data files).
>> https://github.com/coderextreme/HAnimDecoratorAssembly
>>
>> The joint locations look like this:
>>
>> Joint Location
>> ____________________________________
>> humanoid_root
>> X: 0 m
>> Y: 0 m
>> Z: 0 m
>>
>> ____________________________________
>> [ etc snip ]
>>
>> I don't know if we actually need joint locations, since that
>> information is also being provided through glTF transforms via tovrmlx3d.exe
>>
>> Here's what the skin weights look like, all joints in one file;
>>
>>
>> <vl5>                                                   # joint
>>
>> (0) = 0.013                                          # (skinCoordIndex) =
>> skinCoordWeight
>> [ etc snip ]
>>
>> I've used an FBX file, but a .blend file may be possible.
>>
>> I am open to receiving FBX or blend files for conversion, especially if
>> they have skipping animations.  I don't know how Blender will handle them.
>>
>> I did have a lot of noise in this file, but people were complaining about
>> noise, so I just provided pure signal (which people don't like either).
>>
>> John
>>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20230912/f3143534/attachment-0001.html>


More information about the x3d-public mailing list