[X3D-Ecosystem] PREF_FLAT True or False?
John Carlson
yottzumm at gmail.com
Thu Nov 7 06:05:05 PST 2024
I am primarily interested in using Blender to convert HAnim X3D to gltf and
glb, and have animations work.
We have an io_scene_x3d exporter and an io_scene_x3dv exporter. The latter
is valuable as it generates both XML and VRML through the use of
x3d(v).py. I am working towards dual use of the exporter with both my X3D
loader and other blender files. The intent of the loader is to pass X3D
scenegraph through blender, so we can have stuff like billboards, touch
sensors, etc. on output.
It seems that HAnim import into blender might or might not work depending
on whether normal objects can have vertex groups.
Sounds like we should get both import and export working
with TextureTransform.
John
On Thu, Nov 7, 2024 at 7:36 AM Vincent Marchetti via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:
> I have some ideas for how to export a TextureTransform represented in
> Blender nodes to a TextureTransform node in X3D. It will be one of the
> topics of Tuesday's call for us to collaboratively set priorities for
> developments like this.
>
> My personal goal and criterion is that whatever work I do on this has
> payoff of people generating X3D content that other people can look at. For
> that we need to determine which shortcomings of the current X3D exporter
> are real road blocks. I am not much motivated by checking off lists of
> implemented nodes.
>
> Vince Marchetti
>
>
> > On Nov 7, 2024, at 5:59 AM, John Carlson via X3D-Ecosystem <
> x3d-ecosystem at web3d.org> wrote:
> >
> > I finally got "JoeKick" position interpolator working:
> >
> > coderextreme.net/BlenderJoePositionInterpolator.mp4
> >
> > I tried to get a TextureTransform working without luck. It's a blender
> material node thing.
> >
> > I'm going to to work on vertex painting next. I'm not sure if the
> Blender Python API has that feature.
> >
> > Then I'll work on HAnimDisplacer.
> >
> > John
> >
> > On Wed, Nov 6, 2024 at 1:23 PM Joe D Williams <joedwil at earthlink.net>
> wrote:
> > > I should treat some HAnim like Transforms
> > All Humanoid, Joint, Segment, and Site are all based on Transform. Joe
> >
> > -----Original Message-----
> > From: John Carlson <yottzumm at gmail.com>
> > Sent: Nov 6, 2024 4:04 AM
> > To: Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, X3D
> Ecosystem public discussion <x3d-ecosystem at web3d.org>, Joe D Williams <
> joedwil at earthlink.net>, Carol McDonald <cemd2 at comcast.net>, Michalis
> Kamburelis <michalis.kambi at gmail.com>, <hanim at web3d.org>
> > Subject: PREF_FLAT True or False?
> >
> >
> > Would you like to choose between a hierarchy of Transforms vs. no
> Transforms when importing X3D files in Blender? I’ve got some X3D that
> works one way and others that work the other way. It’s know it’s
> confusing. It’s kind of dependent on whether there’s HAnim nodes or not.
> I know I should treat some HAnim like Transforms, but now, I’m not sure.
> I’m working on a pull request.
> >
> > Sometimes maleWaving.x3d breaks into many pieces. It has no HAnim, so I
> make PREF_FLAT True, and all is ok.
> >
> > --
> > X3D-Ecosystem mailing list
> > X3D-Ecosystem at web3d.org
> > http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
>
> --
> X3D-Ecosystem mailing list
> X3D-Ecosystem at web3d.org
> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-ecosystem_web3d.org/attachments/20241107/e5947d2b/attachment.html>
More information about the X3D-Ecosystem
mailing list