[X3D-Ecosystem] Loading into X3DPSAIL (for Maya and Blender)

John Carlson yottzumm at gmail.com
Tue Jan 27 11:16:49 PST 2026


Well, just asked Google, duh!

The most prominent top-level data-block types, which can be accessed
directly from bpy.data, include:

   - *bpy.data.objects*: Contains all Object instances in the scene
   (meshes, cameras, lights, etc.).
   - *bpy.data.scenes*: Contains all Scenes.
   - *bpy.data.collections*: Contains all Collections (used to organize
   objects).
   - *bpy.data.meshes*: Contains mesh data-blocks.
   - *bpy.data.materials*: Contains material data-blocks.
   - *bpy.data.images*: Contains loaded images.
   - *bpy.data.armatures*: Contains armature data.
   - *bpy.data.curves*: Contains curve data.
   - *bpy.data.worlds*: Contains world data.


Traversing all hierarchies in Blender—spanning objects, bone chains,
animation data, and node trees—requires a recursive Python approach using
the
bpy module to navigate bpy.data and parent-child relationships.
Here is a comprehensive guide on how to traverse these hierarchies,
categorized by data type.
1. Scene Object Hierarchy (Parents & Children)
To traverse all objects, including their child objects (recursive
structure), use the following script.
python

import bpy
def traverse_objects(obj, level=0):
    print("  " * level + "Object:", obj.name, "Type:", obj.type)

    # Traverse children
    for child in obj.children:
        traverse_objects(child, level + 1)
# Start traversal from root objects (objects with no parent)for obj in
bpy.context.scene.objects:
    if obj.parent is None:
        traverse_objects(obj)

2. Armature Bone Hierarchy (Rigging)
Bones exist within armature data. You must iterate through the bonescollection,
focusing on root bones (those without a parent) and navigating down.
python

import bpy
def traverse_bones(bone, level=0):
    print("  " * level + "Bone:", bone.name)
    # Traverse children
    for child in bone.children:
        traverse_bones(child, level + 1)
# Assumes an Armature object is selectedarm_obj =
bpy.context.active_objectif arm_obj and arm_obj.type == 'ARMATURE':
    # Use bone.parent is None to find root bones
    for bone in arm_obj.data.bones:
        if bone.parent is None:
            traverse_bones(bone)

3. Animation Hierarchy (Actions & Keyframes)
Animations are stored in bpy.data.actions and linked to objects via
animation_data. To traverse keyframes within an action:
python

import bpy
# Traverse all actions in the blend filefor action in bpy.data.actions:
    print("Action:", action.name)
    # Traverse F-Curves (animation channels)
    for fcurve in action.fcurves:
        print("  FCurve:", fcurve.data_path, "Array Index:", fcurve.array_index)
        # Traverse keyframe points
        for keyframe in fcurve.keyframe_points:
            print("    Keyframe:", keyframe.co)

4. Node Hierarchy (Shader/Geometry Nodes)
Nodes are structured within tree structures. You can traverse node trees in
material nodes or geometry nodes.
python

import bpy
def traverse_nodes(node_tree):
    if node_tree is None: return
    print("Node Tree:", node_tree.name)
    for node in node_tree.nodes:
        print("  Node:", node.name, "Type:", node.type)
        # Check for node groups
        if node.type == 'GROUP' and node.node_tree:
            traverse_nodes(node.node_tree)
# Example: Traversing active object's material nodesobj =
bpy.context.active_objectif obj and obj.material_slots:
    for slot in obj.material_slots:
        if slot.material and slot.material.use_nodes:
            traverse_nodes(slot.material.node_tree)



On Tue, Jan 27, 2026 at 1:06 PM John Carlson <yottzumm at gmail.com> wrote:

> Aaron, it would be helpful to me to get the top-level Blender objects that
> hold the scene:
>
> The object hierarchy.
> The actions, key frames and animations.
> The node graph roots (materials)
> Anything else you can think of relevant to X3D.
>
> Thanks,
>
> John
>
> On Tue, Jan 27, 2026 at 12:17 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> I am now considering traversing the Blender object hierarchy and
>> exporting “Blender XML,” such that I can translate Blender object
>> structures directly to XML.  Then I will work towards translating X3D XML
>> to Blender XML for loading using Blender XML examples, and write a Blender
>> XML import for Blender.  Maybe I should use JSON?  What extension should
>> I use?
>>
>> Somehow this seems very brittle.
>>
>> H**k,
>>
>> John
>>
>> On Tue, Jan 27, 2026 at 11:16 AM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> I’m totally on board with that for X3D encodings in general, but I’m
>>> currently narrowing down to using an X3D Python “encoding,” not a binding.
>>>
>>> On Tue, Jan 27, 2026 at 10:39 AM Bergstrom, Aaron <
>>> aaron.bergstrom at und.edu> wrote:
>>>
>>>> All,
>>>>
>>>>
>>>>
>>>> I keep a python dictionary that I pass a node type to in the form of a
>>>> string, and it returns an x3d.py node object.
>>>>
>>>>
>>>>
>>>> I keep a custom version of x3d.py to which I’ve added CGE, X_ITE, and
>>>> X3DOM (sort of) node classes, so I can also export experimental nodes such
>>>> as a CGE Skin, X_ITE material extensions, or X3DOM CommonSurfaceShader.
>>>>
>>>>
>>>>
>>>> The dictionary includes all of the X3D 4.0 node types, as well as a
>>>> variety of pending 4.1 nodes and browser specific nodes as described above.
>>>>
>>>>
>>>>
>>>> It basically looks like this:
>>>>
>>>>
>>>>
>>>> def instantiateNodeFromString(x3dType):
>>>>
>>>>     x3dNodeMapping = {
>>>>
>>>>         ####################################### A
>>>>
>>>>         'AcousticProperties':AcousticProperties,
>>>>
>>>>         'Analyser':Analyser,
>>>>
>>>>         'Anchor':Anchor,
>>>>
>>>>         'AnisotropyMaterialExtension':AnisotropyMaterialExtension, #
>>>> X_ITE - glTF extension
>>>>
>>>> ***snip***
>>>>
>>>>         'VolumeData':VolumeData,
>>>>
>>>>         'VolumeEmitter':VolumeEmitter,
>>>>
>>>>         'VolumePickSensor':VolumePickSensor,
>>>>
>>>>         ####################################### W
>>>>
>>>>         'WaveShaper':WaveShaper,
>>>>
>>>>         'WindPhysicsModel':WindPhysicsModel,
>>>>
>>>>         'WorldInfo':WorldInfo
>>>>
>>>>     }
>>>>
>>>>
>>>>
>>>>     return x3dNodeMapping[x3dType]()
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Aaron
>>>>
>>>>
>>>>
>>>> *From:* John Carlson <yottzumm at gmail.com>
>>>> *Sent:* Tuesday, January 27, 2026 1:30 AM
>>>> *To:* Don Brutzman <don.brutzman at gmail.com>
>>>> *Cc:* Bergstrom, Aaron <aaron.bergstrom at und.edu>; X3D Ecosystem public
>>>> discussion <x3d-ecosystem at web3d.org>
>>>> *Subject:* Re: Loading into X3DPSAIL (for Maya and Blender)
>>>>
>>>>
>>>>
>>>> I think that Aaron was writing something that converted class names
>>>> into X3D Python classes (and to scene graph objects?), but I haven’t heard
>>>> much about it or if he imports X3D directly into Maya or some X3DPSAIL
>>>> derivative (and then to Maya).  I am will to work on something that
>>>> generates a XML Python loader (from X3DUOM), just realize I haven’t decided
>>>> on a single loader class or multiple loader classes.  Opinions? At least I
>>>> can take a first crack at it.   I probably won’t use AI at all.  I’ll study
>>>> the structure of the Java version, but I do prefer ElementTree over DOM for
>>>> this use case.
>>>>
>>>>
>>>>
>>>> Likely, it will be an adjunct to X3DPSAIL.
>>>>
>>>>
>>>>
>>>> I think the best test for reliability is to do roundtrip testing on the
>>>> archive, which will also test XML output.
>>>>
>>>>
>>>>
>>>> John
>>>>
>>>> On Mon, Jan 26, 2026 at 6:01 PM Don Brutzman <don.brutzman at gmail.com>
>>>> wrote:
>>>>
>>>> Yes "X3DLoaderDOM.java (load DOM into scenegraph)" was difficult to
>>>> write, requires manual coding and time-consuming to debug.  It works and
>>>> the generator for it is checked into open source as a key part of X3DJSAIL.
>>>>
>>>>    -
>>>>    https://www.web3d.org/specifications/java/javadoc/org/web3d/x3d/jsail/X3DLoaderDOM.html
>>>>    - (on web3d.org but direct access is blocked, library not is
>>>>    version control since it is large and changeable; copy attached)
>>>>
>>>> The PythonX3dSmokeTests.py program builds a lot of snippets of python
>>>> scene graph.  The same approach might be used to walk any X3D tree and
>>>> construct a python scene graph.  If such code works, and is reliable, we
>>>> can promote that code and integrate it as part of the x3d.py distribution.
>>>>
>>>>    -
>>>>    https://www.web3d.org/x3d/stylesheets/python/examples/PythonX3dSmokeTests.py
>>>>
>>>> all the best, Don
>>>>
>>>> --
>>>>
>>>> X3D Graphics, Maritime Robotics, Distributed Simulation
>>>>
>>>> Relative Motion Consulting  https://RelativeMotion.info
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Mon, Jan 26, 2026 at 2:54 PM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>>
>>>> Thanks for fixing the TODO to add XML!
>>>>
>>>>
>>>>
>>>> I have tried to add Python code which loads JSON into an X3DPSAIL scene
>>>> graph and failed.  I have zero confidence in my ability to load stuff into
>>>> in memory scene graphs, preferring to load things into DOM first.  This
>>>> applies to much of my work, including JSON validation with X3D XML schema.
>>>>
>>>>
>>>>
>>>> I am attempting to load JSON into a CGE scene graph, but there’s no
>>>> real evidence that it works yet.  I have a mostly working DOM solution.
>>>>
>>>>
>>>>
>>>> I realize X3DLoaderDOM.java (load DOM into scenegraph) is a lot of
>>>> work, and if this was mostly automated, please tell us how if it’s not
>>>> a national secret.  If we have that, then Python might be a lot easier!
>>>>
>>>>
>>>>
>>>> My overall plan is to push JSON things into DOM for loading, but Aaron
>>>> might have a good solution for all encodings!
>>>>
>>>>
>>>>
>>>> I am reminded how Xj3D translated XML into a VRML scene graph.  Not
>>>> ideal, but.
>>>>
>>>>
>>>>
>>>> My priorities are first CGE, then Blender import.  I realize my
>>>> priorities change a lot.   If we had a way to export into Blender from
>>>> X3DPSAIL, this would make working on X3DPSAIL import much more attractive.
>>>> Easier said than done.
>>>>
>>>>
>>>>
>>>> John
>>>>
>>>>
>>>>
>>>> On Mon, Jan 26, 2026 at 3:51 PM Don Brutzman <don.brutzman at gmail.com>
>>>> wrote:
>>>>
>>>> Regarding C/C++/C# open source, no such library has yet been shared.
>>>> As with our autogenerated Java and Python libraries, these are strong
>>>> candidates for autogeneration once proper design patterns are written.
>>>> Once written, library testing using the X3D Example Archives would be
>>>> essential for success and straightforward to perform.
>>>>
>>>>
>>>>
>>>> Regarding X3D loaders in Python for X3DPSAIL, none has been written
>>>> yet.  Please be aware that .x3d files are written in valid XML.  Refreshed
>>>> TODO list:
>>>>
>>>>    - Python X3D Package x3d.py, X3D Python Scene Access Interface
>>>>    Library (X3DPSAIL)
>>>>    - The x3d.py Python X3D Package supports programmers with Python
>>>>    interfaces and objects for standards-based X3D programming, all as open
>>>>    source.
>>>>    - https://www.web3d.org/x3d/stylesheets/python/python.html#TODO
>>>>
>>>> 🔖 <https://www.web3d.org/x3d/stylesheets/python/python.html#TODO> TODO
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Lots! Much progress continues. For a release-summary log, please see *history
>>>> log for this page*.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
>>>>    - *TODO: clean up x3d.html documentation autogenerated by pydoc.
>>>>       <https://www.web3d.org/x3d/stylesheets/python/python.html>*
>>>>       - *TODO: We need a "Getting Started" tutorial on this page. This
>>>>       is a good opportunity... who wants to help?!
>>>>       <https://www.web3d.org/x3d/stylesheets/python/python.html>*
>>>>       - *TODO: utility support for loaders from XML (.x3d or .xml),
>>>>       ClassicVRML (.x3dv), VRML97 (.wrl), and JSON (.json or .x3dj) files.
>>>>       <https://www.web3d.org/x3d/stylesheets/python/python.html>*
>>>>       - *TODO: distribution support for Jupyter Notebook (initial
>>>>       example works), Apache Zeppelin notebook, Anaconda distribution of Python,
>>>>       and other data-science platforms.
>>>>       <https://www.web3d.org/x3d/stylesheets/python/python.html>*
>>>>
>>>> To facilitate library review, I was recently able to autogenerate
>>>> Python documentation for x3d.py using the pydoc tool.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>    - *https://www.web3d.org/x3d/stylesheets/python/x3d.html*
>>>>    <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Please note that each X3D node has the following methods listed.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Methods defined here:
>>>> *HTML5*(self, indentLevel=0)
>>>> Provide HTML5 output serialization using modified
>>>> XML encoding with no singleton self-closing elements.
>>>> *JSON*(self, indentLevel=0, syntax='JSON')
>>>> Provide *X3D*
>>>>  output serialization using JSON encoding (usable for .json file suffix).
>>>> *VRML*(self, indentLevel=0, VRML97=False)
>>>> Provide *X3D*
>>>>  output serialization using VRML encoding (usable for .x3dv or .wrl file suffix).
>>>> *XML*(self, indentLevel=0, syntax='XML')
>>>> Provide Canonical *X3D*
>>>>  output serialization using XML encoding (usable for .x3d file suffix).
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Am thinking the HTML5 method is no longer needed, this was written when
>>>> X3DOM had trouble with self-closing elements.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Thanks for all efforts that might improve x3d.py.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> all the best, Don
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> --  <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> X3D Graphics, Maritime Robotics, Distributed Simulation
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Relative Motion Consulting  *https://RelativeMotion.info*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> On Sun, Jan 25, 2026 at 4:18 AM John Carlson <*yottzumm at gmail.com*>
>>>> wrote: <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> I guess I didn't send this earlier.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> I did see the standards progress page.  For C/C++/C#, are any libraries
>>>> open source?  I’m thinking COIN 3D, OpenInventor,  H3D.   Maybe others.  I
>>>> see there’s an ISO documentation for each language, but apparently the
>>>> standard isn’t open source????  I’m looking for opportunities for X3DJSONLD
>>>> serialization. OpenInventor (COIN 3D) looks super complex.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> For X3DPSAIL, can you point me at an example of loading XML or DOM into
>>>> a scenegraph? Maybe I missed something????  I’m looking for something like
>>>> CreateX3DFromString()???   I realized I can create Python from XML, just
>>>> like my tools can go from JSON to DOM to Python; but my toolchain isn’t
>>>> Python.   Running stylesheets in Python would be a great example.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Looking here:
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
>>>> *https://www.web3d.org/x3d/stylesheets/python/examples/PythonX3dSmokeTests.py*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> On Sun, Jan 25, 2026 at 12:19 AM Don Brutzman <*don.brutzman at gmail.com*>
>>>> wrote: <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Standards planning status appears on the following page.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>    - *X3D Standards Progress | Web3D Consortium*
>>>>    <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>    - *https://www.web3d.org/x3d/progress*
>>>>    <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Scroll past overview prose to find links to each version completed, in
>>>> progress and planned.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> all the best, Don
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> --  <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> X3D Graphics, Maritime Robotics, Distributed Simulation
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Relative Motion Consulting  *https://RelativeMotion.info*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> On Fri, Jan 23, 2026 at 7:44 PM John Carlson via X3D-Ecosystem <
>>>> *x3d-ecosystem at web3d.org*> wrote:
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> A quick search reveals this page:
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> *https://wiki.web3d.org/wiki/index.php/X3D_Python_Language_Binding*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> This link on the page is dead?
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> *https://github.com/Web3DConsortium/X3D/tree/master/ISO-IEC%2019777*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
>>>> Btw: both 19776-4 and 19776-5 are titled JSON encoding?????
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> ==================================
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> I could start writing a Python binding standard?  Except we have three
>>>> versions, one based on GraalPy/X3DJSAIL and one based on “normal”
>>>> python-X3DPSAIL, and if course H3D, which AFAIK, has C++ underneath?  I
>>>> believe CGE may also have plans for Python.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> GraalPy examples are here:
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
>>>> *https://github.com/coderextreme/X3DJSONLD/tree/master/src/main/graalpy/net/coderextreme*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Python examples are on the X3D archives, some duplicated here:
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
>>>> *https://github.com/coderextreme/X3DJSONLD/tree/master/src/main/python/net/x3djsonld/data*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> It seems like the pure python implementation (pythonic) has more sway
>>>> and implementations, so I am willing to capitulate, even though, in my
>>>> experience, X3DJSAIL generates better JSON!  It was never really my idea to
>>>> go with a pure python version though, but I don’t know how to install
>>>> GraalPy in Blender!  I will pay anyone $100 if they can make blender run
>>>> GraalPy for import/export addons on Windows!  I’m guessing X3DPSAIL can run
>>>> stylesheets as well?  Perhaps it’s time to convert stylesheets to pure
>>>> Java, with a stylesheet of course!
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> As far as support, GraalPy is supported by Oracle, and Python is
>>>> supported by Microsoft (Does Guido still work there?).
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> It would be very nice to have a renderer for X3DJSAIL and X3DPSAIL (see
>>>> previous post)!
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Has anyone used Xj3D from GraalPy?
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> ==================================
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> On Fri, Jan 23, 2026 at 8:52 PM John Carlson <*yottzumm at gmail.com*>
>>>> wrote: <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Apologies, I just noticed I meant X3D python binding.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> On Fri, Jan 23, 2026 at 8:50 PM John Carlson <*yottzumm at gmail.com*>
>>>> wrote: <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> What’s the status of the Python encoding standard?   Would my
>>>> participation help?
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> Instead of spending time on Blender currently, my thought is to go back
>>>> to developing an “X3D” JSON to CGE scenegraph converter, as that can be
>>>> developed beyond DOM loading.   Does anyone know a good Pascal LLM?   I do
>>>> find begin/end rather tedious.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> If there’s a lot of demand for a Blender HAnim export currently, I will
>>>> reconsider.   Or X3D to glTF conversion.
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>   <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> John  <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>> --
>>>> X3D-Ecosystem mailing list
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>>>> *http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org*
>>>> <https://www.web3d.org/x3d/stylesheets/python/python.html>
>>>>
>>>>
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