[X3D-Ecosystem] Soft body physics baking in Blender X3D export

John Carlson yottzumm at gmail.com
Wed Dec 3 09:31:16 PST 2025


Note, humanoids with 20 joints bake quickly, 120+ joints, tens of minutes.

What I am attempting to do is get 20 joints for prototyping and then bump
up to 146-148 for final.

I’m doing a variety of Python files, and not using the standard Blender
exporter.

John

On Tue, Dec 2, 2025 at 2:13 AM John Carlson <yottzumm at gmail.com> wrote:

> I’ve been working with soft body physics baking in Blender X3D export to
> CoordinateInterpolator and I’m wondering if anyone is interested in this
> feature in the main exporter.  Just be warned, it will be an optional
> feature, to be replaced by a soft body solution in the standard.  Also be
> aware, I’ve personally seen it take over 50 minutes for 250 frames to
> export, with just one soft body. But I remember the days when it took 2
> hours for 1 frame, in 1986.  The interpolator performs adequately, but with
> low resolution sampling.
>
> So far, it’s not a great solution, a soft body may go right through a
> solid object.  I don’t know if that’s Blender, AI or a sampling issue
> currently.
>
> I am thinking of a custom property or other identifier for soft bodies may
> be indicated.
>
> Does anyone know if Transforms can be used to adjust
> CoordinateInterpolators, potentially by adjusting Coordinate.point via
> matrix multiplication?
>
> John
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-ecosystem_web3d.org/attachments/20251203/379caa4b/attachment.html>


More information about the X3D-Ecosystem mailing list