[X3D-Ecosystem] reminder Blender X3D Support call Jan 7 2025
John Carlson
yottzumm at gmail.com
Mon Jan 6 10:56:39 PST 2025
Progress report on animation export.
This is broken English and more like notes. Apologies!
Action items from last night:
1. Get lighting and/or texture working
2. Verify segment location on gramps
3. Validate all output with glTF to X3D converter
4. Try transforms instead of joints, especially if there aren’t skin
weights.
5. Animate mesh. Attach mesh to humanoid (move humanoid end tag, look up
object.bone_parent, add skin/skinCoord fields).
6. Get non-armature animation examples.
Details:
Animation code converted from x3d.py to XML output. ROUTEs and
interpolators present, but keys and keyValues not validated.
Duplicate adjoining positions and rotations removed for humanoid
interpolators. Humanoid with Joints exported. Joint export with centers
and skin weights not validated yet.
Segment/Site geometry (injected Boxes) is animated to test Joint animation
export. The injected segment geometry looks like it’s in the wrong
location, particularly for gramps, perhaps because I removed a Transform.
I should bring over center computation from my exporter, or remove
non-center transform attributes in HAnim export. I should look to see how
Transforms are exported.
My examples only have humanoid animation that I know of. More .blend and
.glTF animation examples desired with non-armature animation. The
difference is that animation won’t be attached to an armature in the
Blender hierarchy.
Mesh export works. Textures aren’t present (it’s dark) because I don’t
have the texture pull request. I do have ImageTexture with image file
exported. Could be a lighting or material issue. Please provide a URL to
texture git branch (not pull request).
Mesh doesn’t animate with humanoid yet, the code only animates the
skeleton. My suggestion is to put mesh or mesh references inside the
humanoid and add skin and skinCoord fields. I’m not sure how to accomplish
this for multiple geometries in sandrunner. Another option might be to
distribute geometries to the sites and segments by examining
object.bone_parent. This will require some thinking about how to link mesh
output code to bone/joint output code. Perhaps traversing the object
hierarchy looking for bone_parent while creating a joint would be quick and
dirty. If no bone_parent is present, put mesh into skin field.
Exporting bones as Transforms remains to be tried. Comments?
The good news is the scenes are loading without validation errors, and
Joints are animating.
Suggestion is to translate glTF example to X3D to validate. I’ve not
downloaded the example glTF yet.
John
On Sun, Jan 5, 2025 at 8:40 PM vmarchetti at kshell.com<vmarchetti at kshell.com>
wrote:
> Responding to the request for test .blend or .gltf files that demonstrate
> animation:
>
> There is an animated "sandrunner", some kind of turbine powered hovering
> moped from Star Wars, that's been incorporated as a gltf inline in an X3D
> scene here: https://metagrid1.sv.vt.edu/~bsandbro/gltf
>
> The scene.gltf, scene.bin, and texture files can be downloaded from this
> folder : https://metagrid1.sv.vt.edu/~bsandbro/gltf/bike/
>
> This model is originally from SketchFab :
> https://sketchfab.com/3d-models/hover-bike-the-rocket-8b2e5bfca78e41c791b4e5b5e8c04512
>
> After downloading the scene.gltf and the resources (scene.bin, textures
> folder) I was able to import into Blender 4.2.1 There were some odd
> artifacts which were handled as discussed by others at
> https://projects.blender.org/blender/blender/issues/117812
>
> I have put the resulting .blend file in the "submitted files" folder for
> the Jan 7 call. The url to download this sandrunner_bike.blend file is
>
> https://drive.google.com/file/d/1n4_Nb-7SdjnGFFIGSX4Tm5kJ4pWZamwk/view?usp=sharing
>
> I've added a Blender and a camera and it renders fine as a static model. I
> don't know if the animation works, because I don't know how to make any
> animation work in Blender :) I hope to learn enough from Michalis Tuesday
> to find out.
>
> I hope these files help to test your exporter code
>
> Vince Marchetti
>
>
>
>
>
> > On Jan 5, 2025, at 2:50 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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