<div dir="auto">Has anyone experimented with USD export from blender?</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Sep 5, 2023 at 6:24 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="auto">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.</div><div dir="auto"><br></div><div dir="auto">Well, I should probably stop procrastinating.</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Sep 5, 2023 at 3:31 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="auto">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 <a href="http://tovrmlx3d.pl" target="_blank">tovrmlx3d.pl</a>.  Does anyone want to follow my trail?</div><div dir="auto"><br></div><div dir="auto">We will get HAnim from Blender one way or another.  Another feature to add is checking for approved joints, segments and sites.</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Sep 4, 2023 at 6:43 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="ltr">Blender isn't working, I will try to be patient.</div><div dir="ltr"><div><br></div><div>John</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Sep 4, 2023 at 6:31 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="ltr"><div dir="ltr">Michalis,<div><br>Those aren't good options, at least on windows.  The first one has this warning:</div><div><br></div><div>"<span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">Precompiled binaries include</span><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"> </span><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;box-sizing:border-box;color:rgb(31,35,40)">proprietary code</span><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"> </span><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">from the Autodesk FBX SDK 2020, which is distributed under the</span><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"> </span><a href="https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX-SDK-License.rtf" style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;box-sizing:border-box;text-decoration:none;background-color:transparent" target="_blank">Autodesk LICENSE AND SERVICES AGREEMENT</a><span style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">.</span></div><p dir="auto" style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><span style="box-sizing:border-box;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji"">By downloading and using this tool, you agree to the terms of that Autodesk proprietary license."</span></p><p dir="auto" style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><span style="box-sizing:border-box;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji""><br></span></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><span style="box-sizing:border-box;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji"">Not going there.</span></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><span style="box-sizing:border-box;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji""><br></span></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><span style="box-sizing:border-box;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji"">The second one has a reference to another github, which make contain FBX SDK, I didn't look into it much</span></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">Assimp doesn't compile, viewers are pretty defunct and cloudflare is blocking <a href="http://open3mod.com" style="font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji"" target="_blank">open3mod.com</a> or something.</p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><br></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">Assimp is no longer recommended on x3d resources.</p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><br></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">Not good choices. A better choice might be Blender to glTF, I'll look into it<br></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)"><br></p><p style="box-sizing:border-box;margin-top:0px;margin-bottom:16px;font-family:-apple-system,BlinkMacSystemFont,"Segoe UI","Noto Sans",Helvetica,Arial,sans-serif,"Apple Color Emoji","Segoe UI Emoji";font-size:16px;color:rgb(31,35,40)">I'll</p></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Sep 4, 2023 at 11:18 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">One way I know is to convert FBX to glTF using<br>
<a href="https://github.com/godotengine/FBX2glTF" rel="noreferrer" target="_blank">https://github.com/godotengine/FBX2glTF</a> .<br>
<br>
Then convert glTF to X3D, e.g. using CGE/view3dscene or X_ITE.<br>
<br>
Indeed it's a double-conversion, two points where things can get lost<br>
/ wrong. But I don't think we have a more direct approach at this<br>
point if you want to get X3D in the end.<br>
<br>
FBX2glTF is developed by the Godot game engine devs,<br>
<a href="https://godotengine.org/fbx-import/" rel="noreferrer" target="_blank">https://godotengine.org/fbx-import/</a> . I fully second their notion is<br>
the documentation to *avoid using FBX as much as you can*, it's a<br>
closed format. All open standards (X3D, glTF, USD...) are really<br>
better. But sometimes we don't have a choice, which I guess is also<br>
why you ask :)<br>
<br>
Other ways: use <a href="https://github.com/facebookincubator/FBX2glTF" rel="noreferrer" target="_blank">https://github.com/facebookincubator/FBX2glTF</a> (no<br>
longer maintained actively, Godot fork is more active) or using<br>
<a href="https://github.com/assimp/assimp" rel="noreferrer" target="_blank">https://github.com/assimp/assimp</a> . They also offer FBX -> glTF at<br>
best, so you'd still need 2nd conversion glTF -> X3D.<br>
<br>
Regards,<br>
Michalis<br>
<br>
<br>
<br>
pon., 4 wrz 2023 o 18:07 Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>> napisał(a):<br>
><br>
> How to get .fbx into x3d?<br>
> Joe<br>
><br>
><br>
> _______________________________________________<br>
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