[x3d-public] X3D Blender write to file. HAnim
John Carlson
yottzumm at gmail.com
Wed Sep 13 03:52:59 PDT 2023
Problem with Blender I/O solved. I also found a "command-line Blender"
that is very helpful.
$ /c/Program\ Files/Blender\ Foundation/Blender\ 3.6/blender.exe
--background --python your_file.py
I was able to pull out skin weights and joints, or something resembling
them. I realize that these are available in glTF. Other people are doing
glTF parsing.
Thanks for being patient.
John
On Wed, Sep 13, 2023 at 2:23 AM John Carlson <yottzumm at gmail.com> wrote:
> If you’re not interested in the subject, please ignore this message. This
> is merely a dump from this afternoon’s experiments with Blender.
>
> Ultimately, what I am trying to do here is build a skeleton graph from
> bones, for use on other projects. This may be done.
>
> First off, I have been having issues with Blender Scripting file I/O. I’m
> mostly focusing this paragraph on Doug’s experience. I don’t want to file
> a bug yet, because I need to explore developer resources, like chat. I
> have tried searching on Internet. Something that seems possible, that I
> haven’t tried yet is redirecting console messages to a file. Another is
> copying a shortcut to Blender.exe to your home folder and launching it from
> there, then writing to a log. I have tried launching from a Windows
> shortcut in my home folder. I have Python code if someone wants to try
> their hand at this.
>
> Because of these hoops beyond standard python, I consider modifying a
> plugin instead. I realize this is a much higher level of complexity.
>
> I am willing to put in effort to at least add HAnim Joints to a Blender
> plugin. The value added beyond glTF is IndexedFaceSets and real HAnim
> skeletons. IndexedFaceSets can add quality over what I’ve seen exported to
> glTF. This is achievable currently through a combination of X3D, glTF,
> custom perl, and view3dscene. It works with 1 model. I have shared what I
> can, but it’s still roughly done, and model specific, it’s not really
> Blender specific. I just wanted to see if it was possible. Now I know
> what is needed for a plugin beyond what is already there.
>
>
> I had been experimenting with exporting HAnim skinCoord info from Blender
> Scripting to a file. I’ve been trying to get something beyond writing to
> console, because i have over 20000 weights, and I don’t think copy/paste
> is feasible. It seems like Blender Python has issues with writing or
> appending to files. Creating files works okay.
>
> It seems like Blender python has their own I/O package, at least on
> Windows 10. I feel like I don’t want to try to get around their
> restrictions, if there are any, so I am considering forking the Blender
> plugins branch. It seems appropriate to fork the Web3D Consortium branch,
> but I will probably fork the main Blender plugin branch listed on the
> github for Web3d. The Web3d branch is a couple of years behind.
>
> I’m off to chat about Blender and find info.
>
> John
>
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