[X3D-Ecosystem] Soft body physics baking in Blender X3D export
John Carlson
yottzumm at gmail.com
Wed Dec 3 22:50:11 PST 2025
Here are the good results (well, perhaps) from baking soft-body physics in
a Blender script that exports X3D (without soft-body) as previously
mentioned.
I have most of the python scripts (except for the one's I overwrote, oops!)
and the result .x3d.
If you run the python script inside Blender, an output file should be
placed in your home folder, you'll have to check there.
Once the baking and export is done, Blender will be available to view the
animation. The question is, if you don't do the baking, will the
animation still work in Blender? I don't really know at this point. It
may be worth modifying the script to not do the baking, and see what
happens?
I don't have problems doing soft-body physics in Blender, so I think they
would work one way or the other. I did have a soft-body example that
didn't use cloth, and I recall that working, but i can't swear by it.
John
pseudosoftbodyphysics.zip
<https://drive.google.com/open?id=1IaZbrWZD6N3GxSf_u15vVPiHLljc3x2B>
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
>
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