[X3D-Ecosystem] [x3d-public] Reminder - X3D Ecosystem Meeting Feb 10, 2026 - 11am Eastern, 8am Pacific
Don Brutzman
don.brutzman at gmail.com
Wed Feb 11 20:25:29 PST 2026
1. John it is not clear what you mean by "versions of x3d.py that get out
of date" since x3d.py is autogenerated by X3DUOM, and therefore guaranteed
to match X3D as defined by the International Specification. As we keep
refining utilities and adding features, this is a stable Python module.
2. Reiterating a question from this week's call: wondering if anyone has
tried using x3d.py in combination with the Blender Python API. Might be
interesting, and that is another alternative that might be an interesting
and durable approach.
3. Zooming back: am thinking that improvements to native Blender X3D export
has the most potential for broad usage and impact. Thanks for sharing the
source link. The example that Vince shared, now online in archives, is
super and demonstrates that the existing exporter has many capabilities.
- X3D4AM, X3D for Advanced Modeling Examples Archive, Conversions,
Blender X3D Theorem
<https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheoremIndex.html>
-
https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheoremIndex.html
If someone is looking for a relatively small but important improvement to
the blender exporter, namely
- Blender exporter for Web3D X3D/VRML2 format v2.5.1
- https://extensions.blender.org/add-ons/web3d-x3d-vrml2-format/versions
then a good entry-level challenge would be to improve how Blender exports
Viewpoint nodes. Nesting them inside a Transform makes them hard to
modify for a Plain Old X3D Author. Example using X3D Model Documentation:
- BlenderX3dTheorem.x3d (X3dToXhtml listing)
<https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#Camera_TRANSFORM>
lines
113-115
-
https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#Camera_TRANSFORM
113
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#113>
> <Transform DEF='Camera_TRANSFORM
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#Camera_TRANSFORM>
> ' rotation='-0.788280 -0.609329 -0.085636 0.352866' scale='1.000000
> 1.000000 1.000000' translation='-1.197213 1.649556 5.238984'>
> 114
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#114>
> <Viewpoint DEF='CA_Camera
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#CA_Camera>
> ' description='Blender 5.0.1 view
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/_viewpoints/BlenderX3dTheorem.x3d._VP_Blender_5.0.1_view.png>
> ' fieldOfView='0.906' orientation='0.97 -0.01 -0.22 0.00' position='-0.00
> -0.00 -0.00'/>
> 115
> <https://www.web3d.org/x3d/content/examples/X3dForAdvancedModeling/Conversions/BlenderX3dTheorem.html#115>
> </Transform>
>
Perhaps an even-simpler exporter-improvement task would be to omit trailing
zeroes from floating point numbers.
all the best, Don
--
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting https://RelativeMotion.info
On Wed, Feb 11, 2026 at 4:30 PM John Carlson via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:
>
>
> On Wed, Feb 11, 2026 at 5:22 AM Vincent Marchetti via X3D-Ecosystem <
> x3d-ecosystem at web3d.org> wrote:
>
>>
>>
>> 1. The Blender Python API documentation ; my practice for locating
>> information is to do a search on "Blender Python API {keywords}" . Ignore
>> the AI generated stuff, it's generally a directly plagiarize of the Blender
>> documentation.
>>
>
> Good point, Vince. I assume you mean AI generated documentation. Of
> course everyone who programs in Blender Python is plagiarizing the
> documentation (or the glTF addon/extension code).
>
>>
>> 2. The source code for the Blender extension for exporting glTF; it also
>> searches the Blender shader graph to populated the glTF material
>> properties. This source code is at
>> https://projects.blender.org/blender/blender/src/branch/main/scripts/addons_core/io_scene_gltf
>> <https://projects.blender.org/blender/blender/src/branch/main/scripts/addons_core/io_scene_gltf2>
>> 2
>>
>
> see above comment. The beauty of blender XML is that it uses ElementTree
> to generate and read XML, so there’s no custom XML API and no need to
> include versions of x3d.py that get out of date. Indeed, Blender XML
> currently operates as an external script, and may evolve independently.
>
>>
>> 3. For deep level hacking, the results of the BlenderXML work might solve
>> a deep-level problem; but as Michalis pointed out, what you get from that
>> might be dependent on Blender version.
>>
>
> Yes, we will have to version blender XML, but we have to version the Web3D
> Blender plugin as well. The goal of Blender XML is to discover what’s in
> Blender without constantly referring to the web. I’m not really sure
> terminal-based web is ideal, but I’ve not tried it for very long. What the
> web offers is search.
>
> We can hope that the Blender XML code remains stable, but there’s really
> no guarantees about that, as it leverages Blender C++ code made accessible
> through python. Ultimately, .blend files remains the stablest way to
> upgrade.
>
> Blender XML is currently a WIP, because I now have 3 versions of the
> importer and 2 versions of the exporter, based on 4 models-3 that mostly
> work. I am currently working to resolve 2 importers into one. It has to
> do with skin coloring in the Shader tab.
>
> John
>
>> --
> X3D-Ecosystem mailing list
> X3D-Ecosystem at web3d.org
> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
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