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

Don Brutzman don.brutzman at gmail.com
Thu Dec 4 10:44:24 PST 2025


Thanks for an impressive set of examples John!  You are certainly
demonstrating the "art of the possible" here.  Also confirming that
"baking" such animations in advance can be a useful technique for real-time
playback.

Modeling suggestion: the given creaseAngle value helps show individual
polygons... am expecting that with some adjustment, the cloth mesh will
look completely smooth.

   - X3D Tooltips, IndexedFaceSet, creaseAngle
   -
   https://www.web3d.org/x3d/tooltips/X3dTooltips.html#IndexedFaceSet.creaseAngle

Wondering if you might want to adapt one of these programs to instead use
x3d.py X3DPSAIL for source code?  Am hoping it would be easier to ensure
that the .x3d you produce is always valid.  If so, and if there are any
gaps in x3d.py library, then please post an issue and I can work on
diagnosing or updating the library.

all the best, Don
-- 
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting  https://RelativeMotion.info


On Wed, Dec 3, 2025 at 10:51 PM John Carlson via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:

> 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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>
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