<div dir="ltr"><div>John,</div>"LOA4 .. take a hit .. converting to web3d" <div>Good point.<div>Q. if coming from Blender, would a Blender exporter be better off to export a (not yet in web3d specs) CreateHumanoid node with scalar parameters as set in MPFB2, and web3d browsers would hold the default .obj makehuman skin and .json auxiliary files, and if needing to add something at LOA4 that MPFB2 doesn't have, to add it to the MPFB2 .json / auxiliary files used in Blender?</div><div>-Doug</div></div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Tue, Mar 31, 2026 at 11:59 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:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">I would say that high HAnim LOA4 scenes are going to take a hit when converting to web3d nodes.<div><br></div><div>Use AI to convert from .x3d to .glb (and try it out)</div><div><br></div><div>I'd offer a python program, but it doesn't do skin weights yet. WIP.</div><div><br></div><div>John</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Mar 31, 2026 at 10:31 AM GPU Group via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Q. What's the best/right way to support gltf2 in a web3d browser:<div>a) on loading convert to web3d nodes</div><div>b) load into a gltf node and treat as a sub-scenegraph, and use a gltf2-specific rendering pipeline on each frame</div><div>-Doug Sanden</div></div>
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