[X3D-Ecosystem] RawKee - Bare Bones Importer for HAnim
Bergstrom, Aaron
aaron.bergstrom at und.edu
Thu Jul 31 09:01:57 PDT 2025
Well,
Short answer is, probably. But I don’t know how it works, or what short cuts it takes (if any).
But Castle’s custom Skin node matches the implementation of glTF characters. So with just a handful of changes to the RawKee exporter, I can make it an option to export character rigs using his customized X3D nodes. Then, in the not-too-distant future the Castle file converter may have the capability of converting it to glTF.
I plan on doing my first “release” of RawKee – Python Edition sometime around the Web3D conference after I have completed the implementation of RawKee animation export. I was hoping before Siggraph, but it’s looking like I’ll miss that mark by a week or two.
Previously, I had planned to work on the following additions to RawKee for the coming 2026 Web3D Conference year in the following order:
1. Flesh out the “Interaction Editor” with a graphical Node/Connection Editor and X_ITE-based and Castle-based Previewers
2. Refine texture/shading export
3. Implement new X3D 4.1/HAnim 3.0 nodes
4. Look into making a loader
However, after the success that I’ve had over the last couple of days, and taking into account some recent requests, I think I’m going to change up the development agenda for the coming year.
1. Add support for Castle custom Skin node
2. Refine texture/shading export and include support for Tangent node
3. Implement a x3d.py based loader
* For both an X3D XML and JSON file types
* Support for Maya nodes that are supported for export
* Full 4.1 support for managing the X3D scenegraph within the Interaction Editor/X3D Previewers (not the same as Maya nodes)
4. Implement support for Maya primitives import/export
5. Expand support for HAnim 3.0
6. Flesh out X3D Interaction Editor
7. RawKee-based glTF JSON export
8. RawKee-based glTF JSON import
Basically, I’ll be bumping up stuff that I think will be easier to do. Well, except for primitives… I’m pushing them off until after the loader as I’m not excited about them.
The X3D Interaction Editor / X3D Previewer will be full X3D scenegraph editing and routing system.
Aaron
From: X3D-Ecosystem <x3d-ecosystem-bounces at web3d.org> On Behalf Of John Carlson via X3D-Ecosystem
Sent: Thursday, July 31, 2025 10:10 AM
To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>
Cc: John Carlson <yottzumm at gmail.com>
Subject: Re: [X3D-Ecosystem] RawKee - Bare Bones Importer for HAnim
Isn’t there an out-of-the box glTF exporter?
John
On Wed, Jul 30, 2025 at 11:08 PM Bergstrom, Aaron via X3D-Ecosystem <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>> wrote:
Joe,
The joint center values come from JinLOA(1-4) JSON files found here:
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/
The “humanoid_root” joints are there. However, the bone wireframes displayed in Maya are based on the rotation pivot (aka HAnimJoint ‘center’ field).
I’m guessing that you might be expecting bone wireframe to start it’s render at the grid origin? IDK… we can discuss it at the next HAnim group meeting to determine if I have it wrong.
Could they be exported as glTF? Probably, but it’ll be a while before I get around to exporting to that format.
10-ish years ago, I tried to write an X3D/glTF exporter (that I called BaconXjF) completely in MEL to support export from Maya LT.
https://github.com/flickertail/bcn
https://web3d.org/pipermail/x3d-public_web3d.org/2015-April/003317.html
Back then though, I didn’t’ have the freedom at work to develop an exporter the way I do now.
I don’t really remember anything at all about how the glTF format works. But I suppose it would be easier in Python.
I’m willing to collaborate with another programmer to implement a glTF exporter for RawKee. Or collaborate on a funding proposal to hire a programmer.
But I’m largely working on RawKee in my free time after work, so I don’t have any spare time in the foreseeable future for that.
Aaron
From: X3D-Ecosystem <x3d-ecosystem-bounces at web3d.org<mailto:x3d-ecosystem-bounces at web3d.org>> On Behalf Of Joe D Williams via X3D-Ecosystem
Sent: Wednesday, July 30, 2025 8:49 PM
To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>>; X3D Ecosystem public discussion <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>>
Cc: Joe D Williams <joedwil at earthlink.net<mailto:joedwil at earthlink.net>>
Subject: Re: [X3D-Ecosystem] RawKee - Bare Bones Importer for HAnim
> shared image link below and tell me if I got it correct
looks like there is no skeleton root node.
Std LOA?
Thanks,
Joe
-----Original Message-----
From: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>>
Sent: Jul 28, 2025 7:43 PM
To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>>
Cc: John Carlson <yottzumm at gmail.com<mailto:yottzumm at gmail.com>>
Subject: Re: [X3D-Ecosystem] RawKee - Bare Bones Importer for HAnim
One can view .x3dj files in Sunrize, and renaming them to .json, view them in X3DOM. I am working on a X3D JSON viewer for CGE.
You can also paste JSON into X_ITE Playground, I think.
IDK, looks good to me. Do you have an original file?
Also, if you want to test JSON on the web, there’s this, which may be difficult to use (betaware):
https://coderextreme.net/X3DJSONLD/src/main/html/responsive.html
On Mon, Jul 28, 2025 at 6:59 PM Bergstrom, Aaron via X3D-Ecosystem <x3d-ecosystem at web3d.org<mailto:x3d-ecosystem at web3d.org>> wrote:
All,
Now that I’m back from vacation, I was able to find time to make some progress on the RawKee exporter.
I’ve been focusing on HAnim. I’ve got a fairly good Advanced Skeleton export working, and I wrote a rudimentary X3DJ importer so I could import LOA1-4 skeletons into Maya.
I think the importer is working correctly, but these skeletons aren’t what I was expecting.
Can someone look at this shared image link below and tell me if I got it correct.
https://drive.google.com/file/d/1AfmqllL8BPf5cok3PwkPGUBwAZaQ7VFf/view?usp=sharing
Thanks
Aaron
--
X3D-Ecosystem mailing list
X3D-Ecosystem at web3d.org<mailto:X3D-Ecosystem at web3d.org>
http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
--
X3D-Ecosystem mailing list
X3D-Ecosystem at web3d.org<mailto:X3D-Ecosystem at web3d.org>
http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-ecosystem_web3d.org/attachments/20250731/6964b7f0/attachment-0001.html>
More information about the X3D-Ecosystem
mailing list