[X3D-Ecosystem] Geometry nodes in Blender.

John Carlson yottzumm at gmail.com
Sat Dec 21 07:26:56 PST 2024


In summary, on Blender import, to enable x3d transform animation, I have to
create empty objects.   To enable skin weights, I need bones. That means 2
hierarchies because armature has 2 hierarchies, one empties, etc, and one
bones.  We can’t multiply out the transform hierarchy and set matrix world
like we do in production because of transform animation.  I agree, it’s
super simple without animation.

Some collada models expect the matrixes to be multiplied out on x3d
reimport and have hierarchical meshes. They don’t have animation.  Please
provide collada models with animation.  We might be able to fix x3d export
here if someone tells me how to handle hierarchical meshes.  In general,
all objects in blender have transforms, so this needs to be thought out.
Primarily, I think, each x3d object equivalent will have a transform and a
shape on export. I don’t know how I’m going to convert empties to sites and
segments except by name.  I think that’s implemented, I forget if I
disabled it or it’s not available on import.  This is one reason why the
exporter is in flux.  We probably can create an option on export.

Some models have both skin and segments. We need segments to support sites.

Do we want animation import?  What I can probably do is detect animation
and  turn on hierarchical loading.

At this point, OpenUSD looks super attractive if they opened up the .usda
grammar.  AFAIK, every prim has a matrix.

If someone has a snapshot of an object attached to a parent bone in the
blender hierarchy, that would be super helpful.

John
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