[X3D-Ecosystem] [x3d-public] [x3d] Minutes from Nov 12 X3D Blender suppport call

John Carlson yottzumm at gmail.com
Wed Nov 13 14:05:08 PST 2024


A good place to look is __init__.py

All you need to do is work with a set of labeled joint axes.

Blender can be made to work, except I don’t know how to draw the floor grid
in the X-Z plane that is horizontal to the ground.  Sometimes you can get
the grid in the X-Z plane, but it’s no longer the floor.  Try changing
Viewpoint from the standard Blender menus.

Someone’s up at the equator is different than someone’s up at the north
pole.

John

On Wed, Nov 13, 2024 at 3:25 PM Vincent Marchetti via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:

> I have seen this issue brought up before. Is the problem particular to
> exporting HAnim type models, or is it generic to all Blender to X3D exports
>
> What would help understand and potentially create a solution would be if
> someone created a .blend file that had
> -- a single shape, with low poly mesh but with a visually obvious front
> and up direction
> -- that shape oriented in Blender space with the up direction along
> Blender +Z and the forward direction along Blender -Y, and this achieved
> without any rotation  of the mesh defined in Blender.
>
> Then we can examine X3D exports with various options to see if there's a
> problem to fix in the code.
>
> Vince Marchetti
>
>
> > On Nov 13, 2024, at 4:03 PM, Joe D Williams <joedwil at earthlink.net>
> wrote:
> >
> > https://github.com/andreasplesch/x3dom/wiki/RiggedSimple-glTF-conversion
> >
> > X3D
> > experimental xml
> > ...
> >
> > Transform DEF='node_0' rotation='1 0 0 1.57
> >
> > This is not good. It shows the thing was drawn +zup.
> > This should be fixed in blender either by fixing blender to do the GL
> default, not depending on the Transform of the model to put the thing into
> GL space.
> > Thanks,
> > Joe
> > -----Original Message-----
> > From: Extensible 3D (X3D) Graphics public discussion <
> x3d-public at web3d.org>
> > Sent: Nov 13, 2024 8:00 AM
> > To: Vincent Marchetti <vmarchetti at kshell.com>, X3D Ecosystem public
> discussion <x3d-ecosystem at web3d.org>, <x3d at web3d.org>, <
> x3d-public at web3d.org>
> > Cc: Joe D Williams <joedwil at earthlink.net>
> > Subject: Re: [x3d-public] [x3d] Minutes from Nov 12 X3D Blender suppport
> call
> >
> > So, to me for hanim it seems like we must fix Blender at the source.
> > Just about the idea that Blender considers all Joints can affect all
> points, seems like that is a non-starter. Doesn't this liimit the
> skeleton-driven skin animation to less than 16 Joint nodes?
> > If so, then Blender needs to be fixed to operate more like x3d hanim,
> and every other tool, to allow for more skeleton joints(?) Gltf has a
> suggested? limit of, four joints to affect any point.
> > What am I missing?
> > Thanks for all the great work on this import/export with Blender.
> > Joe
> >
> >
> > -----Original Message-----
> > From: Vincent Marchetti
> > Sent: Nov 13, 2024 6:36 AM
> > To: X3D Ecosystem public discussion ,
> > Subject: [x3d] Minutes from Nov 12 X3D Blender suppport call
> >
> > Minutes from the Nov 12 2024 meeting on Blender 4.2 support for X3D are
> available for view and comment
> >
> >
> https://docs.google.com/document/d/1wvjvDpJTMFDMpS53ImuoRHNOCt9zrCiq/edit
> >
> > Vince Marchetti
> >
> >
> > _______________________________________________
> > x3d mailing list
> > x3d at web3d.org
> > http://web3d.org/mailman/listinfo/x3d_web3d.org
> >
> >
> >
> > _______________________________________________
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> > x3d-public at web3d.org
> > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
> >
> >
>
>
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