[X3D-Ecosystem] John’s Blender tasks list

John Carlson yottzumm at gmail.com
Mon Jun 24 04:59:47 PDT 2024


As things are unfolding, Joe has been providing me files and I've been
working on them.

Here are recent results with "animation concatenation," both input (good,
from Joe) and output (not so good, exported by Blender)

https://coderextreme.net/JinConcat11f.zip

My current next target is *simple* animations and LineSet export, so we can
see things better.

Below is my TODO list.

John
On Sun, Jun 23, 2024 at 3:55 AM John Carlson <yottzumm at gmail.com> wrote:

> Copy vertex groups (weights) from armature to EMPTY joint hierarchy.
> Test. This is similar to the center code already accomplished for Joints.
>
> Test and enhance segmented skin and continuous skin (weights).  Make sure
> that continuous skin animation in Blender is similar to external examples.
>
> Fix axes directions from import_scene.x3d call
>
> Add CURVE/LineSet export
>
> Ensure that local, non-root center rotations work.
>
> Test with USD/glTF/VRM import export.
>
> Import/export realistic clothes.  Animate.
>
> Get animation working.  Test Blender bone animation, EMPTY animation, and
> non- HAnim animation.
>
> Test PROTO import/export
>
> Test DEF/USE export (possibly working better)
>
> Create small examples to test features.
>
> Write an X3D to Blender Python stylesheet or serializer for models.
>
> Implement Displacer/LATTICE/ShapeKey code.
>
> Implement Texture rotation.
>
> Think about using Blender triangulation/tesselation instead of our own.
>
> Create X3D JSON import/export.
>
> Please vote for the 2 highest in your opinion.  Add additional items and
> reply.
>
> Thanks!
>
>
> John
>
>
>
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