[x3d-public] Blender 4.0 io_scene_x3dv exporter patch

John Carlson yottzumm at gmail.com
Fri Dec 1 13:47:24 PST 2023


Some notes on current Blender 4.0 BVH imports and io_scene_x3dv exports.
This has nothing to do with x3d-edit.

If you load Pirouette.bvh from the archives, prepare to zoom in a long
distance if you don’t have model centering, both in Blender and view3scene
on exported files.  I didn’t see any keyframing in Blender, and I didn’t
check for orientation interpolators on export.

The skeleton may not show up in an x3d viewer if your joints don’t match
HAnim.  I believe Doug is thinking about, or has something for remapping
joint names to HAnim.

It would be good to have some BVH examples with HAnim joints.  I’ll try
exporting Gramps as BVH from blender.

John

On Fri, Dec 1, 2023 at 3:17 PM John Carlson <yottzumm at gmail.com> wrote:

> Sorry for numerous posts.
>
> I have tested the GUI export from Blender 4.0 successfully for the
> io_scene_x3dv plugin.  Note that exporting a long animation will take some
> time, but has been tested with 670+ frames, near LOA3 HAnim.  I recommend
> limiting the number of frames initially (in the Output tab in
> Blender--looks like a printer).
>
> You might have to add the following to your PYTHONPATH to get the right
> version of x3d.py:
>
> PYTHONPATH=/c/Program\ Files/Blender\ Foundation/Blender\
> 4.0/4.0/scripts/addons/io_scene_x3dv/blender/com
>
> If you need assistance installing the io_scene_x3dv plugin, contact "GPU
> Group" (Doug) or me (John).
>
> Note that the plugin is nowhere complete, AFAIK, and contains updates for
> our use cases. If you have additional use cases, and are willing to provide
> test files, let us know.
>
> I'm going to experiment with the archive BVH files now.
>
>
> John
>
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