[X3D-Ecosystem] RawKee Update - Implemented a companion export script for x3d.py
John Carlson
yottzumm at gmail.com
Wed Mar 5 02:02:37 PST 2025
1. JSON export was completely broken.
I tried fixing this in x3d.py and failed. I have worked on python
validators for JSON export, but it’s slow in Python. Validating the
scenegraph isn’t enough.
1. The skeleton and joint export order of the HAnimHumanoid node fields
using x3d.py would theoretically dump all the DEF’d joints into the
‘joints’ field, and thus only produce one USE’d root joint in the 'skeleton
field. Though I haven’t implemented HAnimHumanoid yet, I re-ordered the
field export so that the ‘skeleton’ field will get writen to the file
before the ‘joints’ field.
You’ll also want to verify skin and skinCoord field order, plus sites and
segments field order with skeleton.
1. ‘containerField’ was not implemented for XML export, which caused the
textures to not work because they weren’t allocated to the proper texture
field within the Material node.
Andreas has a good patch for that.
1. The ‘mapping’ field was missing from the TextureTransform object, so
it wouldn’t export.
Good catch.
Also, how did you solve the DEF/USE ordering issue?
I’ll post what i have for JSON elsewhere.
John
I will do a bit of a search for validation.
On Wed, Mar 5, 2025 at 3:39 AM Bergstrom, Aaron via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:
> I was having issues with some of the export functionality of x3d.py.
>
>
>
> I implemented a companion script. And wrote about it on the Castle Game
> Engine Website:
>
>
> https://forum.castle-engine.io/t/rawkee-x3d-exporter-plugin-for-maya-repost/1804/3
>
>
>
> Aaron
> --
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>
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