[X3D-Ecosystem] Soft body physics baking in Blender X3D export
Don Brutzman
don.brutzman at gmail.com
Sat Dec 6 11:07:40 PST 2025
John, thanks for reporting that you are having problems with X3DPSAIL.
However there is insufficient information that might enable investigation
or duplication of each difficulty.
Please post an issue for goal X3D and x3d.py X3DPSAIL source (small
fragments preferred if possible) at the following site. If a prior issue
pertains, that can help too.
- SourceForge x3d Tickets
- https://sourceforge.net/p/x3d/tickets
all the best, Don
--
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting https://RelativeMotion.info
On Thu, Dec 4, 2025 at 3:56 PM John Carlson <yottzumm at gmail.com> wrote:
> Okay, Don!
>
> I noticed 3 things about most of the python:
>
> * missing HAnim component
> * TimeSensor in wrong place
> * missing joints field
>
> I hand edited these into place in the exported X3D.
>
> I agree that adding a creaseAngle should be easy. I’ll probably add
> crease angle to the python by hand.
>
> X3DPSAIL is another question, because I’d probably have to hand edit
> exports due to DEF/USE. Already TimeSensor is misplaced in my examples
> (not the official blender exporter).
>
> Apparently, creating facial features and positioning hair is much more
> difficult, and UV textures need to be looked at more. Also clothing.
> There’s much to be desired. However, coveroids matching the skin, like
> blouse and pants have worked.
>
> Joe asked for HAnimSegments, but I’m not sure how to get those in/out of
> Blender yet. If someone has python that creates HAnimSegments properly,
> great!
>
> This is only the beginning!
>
> John
>
> On Thu, Dec 4, 2025 at 12:44 PM Don Brutzman <don.brutzman at gmail.com>
> wrote:
>
>> 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
>>>>
>>> --
>>>
>> X3D-Ecosystem mailing list
>>> X3D-Ecosystem at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>>>
>>
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