[X3D-Ecosystem] [x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors
John Carlson
yottzumm at gmail.com
Sun Dec 29 15:06:22 PST 2024
Sure, Joe, please issue a pull request against Blender’s documentation on
bone center:
https://docs.blender.org/api/current/bpy.types.PoseBone.html
There’s probably similar in other bone types.
<https://docs.blender.org/api/blender_python_api_2_67_1/bpy.types.PoseBone.html>
No one is setting the Blender bone center, it’s read-only as documented.
It can’t be imported with an addon that I know of. We can’t set Blender
bone center.
There’s no center in Blender objects:
https://docs.blender.org/api/current/bpy.types.Object.html
If you continue waffle on avoiding API (or any
) Blender documentation, we will continue to have problems.
On import, I’m creating a bone hierarchy and an object hierarchy for
joints. If you want me to use bone center on export, great! On import,
tell me what to assign the joint center to in Blender python, and we might
make progress. Is the Blender bone location or Blender object location the
joint center? Do bones have locations? It looks like there’s a difference
between editbone and posebone (i didn’t look at bone).
There’s a boolean to use a local location?
Realize that the importer architecture is reliant on setting matrix_world,
created out of multiplying Transforms.
A bone’s parent is another bone or the armature, AFAIK. Please provide an
example where this isn’t true. I’m actually having issues setting the root
bone’s parent, I think.
We can’t just magically turn blender objects into Joints. We need
additional information. We have additional problems creating sites and
segments from objects. Either additional information needs to be added to
Blender, or correct types need to be added to Blender.
Because of this, I have been avoiding Jin anything and focusing on Joe,
Gramps and MaleWaving. Which don’t focus on sites or segments. It seems
like export is becoming more important than import.
There’s hope that we can adjust the Blender loader or importer to identify
X3D nodes there’s no counterpart for in Blender, and change names, types
or custom properties to adjust for Blenders deficiencies. Meanwhile, we
are dealing with what Blender can do that there’s an analog for in X3D.
We hope that Blender can animate TextureTransforms. Apparently, it can
transform textures. I’m guessing if one adds keyframes, this can be done.
I think Michalis is saying that this will be after getting ordinary
transforms done.
Generally, I would love to avoid bones. Katy gave me a collada example
without bones we could look at to figure out how to export it. I’ve heard
collada is due for removal from Blender.
On Sun, Dec 29, 2024 at 3:42 PM <joedwil at earthlink.net> wrote:
> > (transforming Blender object's location/rotation/scale exported to X3D
> animating
> Transform.translation/rotation/scale would be my suggestions)
>
>
>
> First, Please recall that that the hanim import and export need
> transform,translation/rotation/center/scale
>
> All four, at least, not to mention scaleOrientation and any other x3d
> Transform fields.
>
>
> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/grouping.html#Transform
>
>
>
> Joint has some added to std x3d Transform but it is just a special
> Transform with a couple of added fields..
>
>
>
> Next, please understand that the Blender so called Bone center is never
> the center of the bone.
>
> (hint: unless a bone is a cheerleader's baton),
>
> The field is coded and animated as the Joint center of the parent Joint as
> given by the bone begin default location.
>
>
>
> Yes, that is really how it works. At some point in the past Blender
> decided to expose the Transform center detail to the armature author using
> that empty Transform and illegal by x3d DEF/USE coding.
>
>
>
> So, with these two facts in hand we can actually think about exporting
> from blender true x3d hanim without the extra fake transforms that blender
> current api apparently needs to accomplish an hanim skeleton using Joint
> nodes rather than bones as the target authoring and animation interfaces.
>
>
>
> This leads to the, to me, obvious that blender should join the big leagues
> and evolve its archaic skeleton (armature) authoring interface so as to
> obsolete the "Bone" hierarchy and evolve to the Joint hierarchy. Might as
> well since under the covers that is how it actually works.
>
>
>
> Thanks for all the great work on blender x3d import/export and Best
> Regards,
>
> Joe
>
>
>
>
>
>
>
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