[X3D-Ecosystem] Blender X3D Support call Feb 11 2025

John Carlson yottzumm at gmail.com
Fri Jan 31 03:29:24 PST 2025


I think geometry nodes are rich enough for Switch.  Primarily though, I
need Switch on export so that geometry isn’t shown twice.  Once as stuff
attached to the armature and once for attachment to bones.

I am still thinking
On Fri, Jan 31, 2025 at 5:23 AM vmarchetti--- via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:

> My request is that for this topic to be on the agenda for the call, it be
> related to using Blender to create or edit X3D content.
>
> Are you proposing that a Switch is  very useful feature of an HAnim/X3D
> export from Blender but that there is no Blender feature analogous to an
> X3D Switch node?
>
> Vince Marchetti
>
>
> On Jan 31, 2025, at 5:44 AM, John Carlson <yottzumm at gmail.com> wrote:
>
> I’d like to discuss using Switch to hide geometry in Armature output for
> the geometry and then USEing Transforms in the humanoid to show geometry in
> the other choice.
>
> Current issues involve more than one opening Switch and including all
> geometry transforms in the first choice in a group.
>
> Then, how to import and export animation actions.
>
>
> John
>
> On Fri, Jan 31, 2025 at 4:34 AM vmarchetti--- via X3D-Ecosystem <
> x3d-ecosystem at web3d.org> wrote:
>
>> I have added this agenda topic to the document at
>> https://docs.google.com/document/d/1E4_C9s0JzD_K4HCcR3JfwZsXldjWumIrAXJSyB029S0/edit?usp=sharing
>>
>>
>> I myself don't have the relevant knowledge or resources to contribute
>> much to the discussion of this topic, so I encourage those who do have the
>> knowledge or interest to invite others to the call, in order for concrete
>> "Next Actions" to be formulated.
>>
>> Vince Marchetti
>>
>>
>> On Jan 31, 2025, at 12:28 AM, joedwil at earthlink.net wrote:
>>
>> ...
>> 4. Discussions, actions on how to get Blender "Armature" and related
>> blender node interfaces related to humanoid animation to look more like
>> HAnim.
>> Specifically, Joints instead of Bones.
>>
>>
>> This would help bring Blender up to higher end tools, such as Advanced
>> Skeleton for Maya.
>>
>>
>> Thanks,
>> Joe
>>
>>
>>
>>
>>
>> -----Original Message-----
>> From: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>
>> Sent: Jan 29, 2025 3:11 AM
>> To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>
>> Cc: <vmarchetti at kshell.com>
>> Subject: [X3D-Ecosystem] Blender X3D Support call Feb 11 2025
>>
>>
>> There will be another teleconference to discuss projects and progress
>> related to Blender support of X3D import, export, and workflow.
>>
>> Date/Time is Feb 11 2025. at 12:00 PM EST, 17:00 UTC
>>
>> Folder for submssions
>> https://drive.google.com/drive/folders/1Bch3cU0BCW1WPWApUFWR20LRKNaIXJA0?usp=drive_link
>> particularly if you have an X3D or .blender file that illustrates a problem
>> with import and export from Blender.
>> Files are most useful when all features which work well with the current
>> import/export code are removed.
>>
>>
>> Agenda Document :
>> https://docs.google.com/document/d/1E4_C9s0JzD_K4HCcR3JfwZsXldjWumIrAXJSyB029S0/edit?usp=sharing
>>
>>
>> Vince Marchetti
>>
>>
>>
>>
>>
>>
>>
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>>
>
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