[X3D-Ecosystem] [x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors
joedwil at earthlink.net
joedwil at earthlink.net
Wed Jan 1 07:47:17 PST 2025
> I wasn't talking about armature/bones (skeleton/joints) export or H-Anim when I mentioned above ...
OK, just see that without being able to deal with the idea of a Joint transform 'center' then how does skeleton animation work?
Also please notice that center is expected animation parameter in any x3d Transform.
Thanks,
Joe
-----Original Message-----
From: Michalis Kamburelis <michalis.kambi at gmail.com>
Sent: Dec 29, 2024 4:33 PM
To: <joedwil at earthlink.net>
Cc: John Carlson <yottzumm at gmail.com>, Vincent Marchetti <vmarchetti at kshell.com>, <x3d-public at web3d.org>, <x3d-ecosystem at web3d.org>
Subject: Re: [x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors
> > (transforming Blender object's location/rotation/scale exported to X3D animating Transform.translation/rotation/scale would be my suggestions)
>
> First, Please recall that that the hanim import and export need transform,translation/rotation/center/scale
I wasn't talking about armature/bones (skeleton/joints) export or
H-Anim when I mentioned above. And I really don't want to go into a
discussion about Blender armature system in this thread -- we're
off-topic here already (this thread was intended about texture
transforms) :) I already said what I intended in other thread --
Blender is fully capable animation system used by artists for years in
countless animations. I'm sure it can support whatever you need.
In above cited phrase, I meant that a *first* step towards supporting
animation export (in Blender -> X3D exporter) should be IMHO
supporting animating Blender object's location/rotation/scale (without
Armature/Bones, just set keyframes on these things in Blender).
Because
- This is what I would consider (and I think artists would agree) the
most trivial possible animation method. No bones/joints, no
skeleton/armature, some objects can just move/rotate/scale around.
It's trivial, and it allows to express some things (like stuff flying
around the world).
- This trivial animation method is also simple to express in formats
like X3D, glTF. Again, no need to deal with skin/joints.
- And it is simplest for Python / X3D developers to support. No need
to deal with skin, weights, joints. Start simple.
Supporting animation using armature/bones (skeleton/joints) export /
H-Anim is the next step. Let's first prove we can handle the basics.
Regards,
Michalis
niedz., 29 gru 2024 o 22:42 napisał(a):
>
> > (transforming Blender object's location/rotation/scale exported to X3D animating
> Transform.translation/rotation/scale would be my suggestions)
>
>
>
> First, Please recall that that the hanim import and export need transform,translation/rotation/center/scale
>
> All four, at least, not to mention scaleOrientation and any other x3d Transform fields.
>
> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/grouping.html#Transform
>
>
>
> Joint has some added to std x3d Transform but it is just a special Transform with a couple of added fields..
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>
>
> Next, please understand that the Blender so called Bone center is never the center of the bone.
>
> (hint: unless a bone is a cheerleader's baton),
>
> The field is coded and animated as the Joint center of the parent Joint as given by the bone begin default location.
>
>
>
> Yes, that is really how it works. At some point in the past Blender decided to expose the Transform center detail to the armature author using that empty Transform and illegal by x3d DEF/USE coding.
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>
>
> So, with these two facts in hand we can actually think about exporting from blender true x3d hanim without the extra fake transforms that blender current api apparently needs to accomplish an hanim skeleton using Joint nodes rather than bones as the target authoring and animation interfaces.
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> This leads to the, to me, obvious that blender should join the big leagues and evolve its archaic skeleton (armature) authoring interface so as to obsolete the "Bone" hierarchy and evolve to the Joint hierarchy. Might as well since under the covers that is how it actually works.
>
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>
> Thanks for all the great work on blender x3d import/export and Best Regards,
>
> Joe
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