[X3D-Ecosystem] reminder Blender X3D Support call Jan 7 2025

John Carlson yottzumm at gmail.com
Sun Jan 5 20:45:39 PST 2025


Thanks Michalis,

I don't know how to create a branch except from my main branch, which
already has changes on the Blender site.

I'm guessing I have to branch from upstrearm/main, but I don't know how to
do that, or how to create a branch on blender's site that's separate from
my main branch, which pulls from upstream/main

I mean "changes that are committed in my main branch"

AFAIK, when I check changes from my main local branch, they go into an
existing pull request.

Since I am only modifying the exporter, I'd like to start a new branch from
upstream/main (which may be a remote branch).

I've mostly just worked with main branches, with some
awful experience trying to create other branches.


John

On Sun, Jan 5, 2025 at 10:16 PM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:

> John,
>
> I don't understand what you exactly mean, unfortunately -- you seem to
> mix up terminology. You say "create a git branch which does not
> include main branch changes (open pull request)" but it doesn't make
> sense -- because a branch does not "include" other branches. A branch
> includes commits that you want, and they can overlap as much (or as
> little) with other branches. When you create a branch, you start it at
> a commit (any chosen commit from any chosen branch). When you submit a
> PR, you indicate which branch (and from what fork) you want to merge
> into another branch.
>
> Regards,
> Michalis
>
>
> niedz., 5 sty 2025 o 21:26 John Carlson <yottzumm at gmail.com> napisał(a):
> >
> > If anyone knows how to create a git branch which does not include main
> branch changes (open pull request), I may be able to work on this to get it
> into the main export code.
> >
> > John
> >
> > On Sun, Jan 5, 2025 at 1:50 PM John Carlson <yottzumm at gmail.com> wrote:
> >>
> >> I do hope this code can help someone export  animations from Blender.
> There’s both bone and object export.  I’m not saying it’s complete yet.
> .blend or .gltf animated files are welcome for me to test:
> >>
> >>
> https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3dv/blender/exp/export_interpolators.py
> >>
> >> Position and Orientation Interpolators are supported with a single
> TimeSensor.
> >>
> >> John
> >>
> >> On Sun, Jan 5, 2025 at 5:49 AM Vincent Marchetti via X3D-Ecosystem <
> x3d-ecosystem at web3d.org> wrote:
> >>>
> >>> Reminder about Blender-X3D meeting, with corrected link to agenda
> >>>
> >>> Date/Time is Jan 7 2025. at 12:00 PM EST, 17:00 UTC
> >>>
> >>> Zoom:
> https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09
> >>>
> >>> Agenda Document:
> https://docs.google.com/document/d/1UmZ8f26cP4ZuG4kgDVT5YYzbGW-9fUY_qw0Asg4vEww/edit
> >>>
> >>> The code in the pull-request
> https://projects.blender.org/extensions/io_scene_x3d/pulls/49 also
> correctly exports a TextureTransform in the context of the HAnim example
> submitted by Joe Williams in email of Dec 27 "JoeKick...". To be accurate,
> the static TextureTransform is exported, the interpoolator nodes and ROUTE
> statements which serve to animate the TextureTransform fields are not
> exported. I hope that reviewing, with Michalis' help, the Blender way of
> handling animation will help guide how to export this animation to X3D.
> >>>
> >>>
> >>> Vince Marchetti
> >>>
> >>> --
> >>> X3D-Ecosystem mailing list
> >>> X3D-Ecosystem at web3d.org
> >>> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
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