[x3d-public] Blender > Exporting rig transforms to HAnim?

GPU Group gpugroup at gmail.com
Thu Jun 22 14:50:17 PDT 2023


A quick peek at gltf export/import: they do a 2-step conversion
blender scenegraph <=> gltf scenegraph <=> files (.gltf, .glb etc)
I've seen 2-step before, with collada exporter
I don't quite understand the need for the middle format - seems a bit
bureaucratic - but working well for them, perhaps easier to maintain 2-way
conversions per-node-class. And can export /import to different file
formats .x3dv and .x3d from same middle format. They also mention something
generated automatically from some specification.
Options:
1. do what they do, except with a web3d python scenegraph in the middle
a) if someone has one already, use that
b) generate one from specifications
c) manually create one in python
2. copy their bender <=> gltf part, and change the gltf <=> files part to
x3dv,x3d
x but would be missing things that gltf doesn't have but web3d does?
3. stick with 1-step, hack / upgrade current x3d exporter using gltf
blender <=> gltf as guide to getting all the blender goodies

1.a) Q. does anyone have python web3d node classes suitable for a
scenegraph, or b) can generate from specs?
Thanks,
-Doug

On Thu, Jun 22, 2023 at 2:38 PM Brutzman, Donald (Don) (CIV) <
brutzman at nps.edu> wrote:

> I too share that Blender->X3D conversion dream, Michalis!  8)
>
>
>
> Given that X3D data types are clearly defined with thorough
> animation/interaction support, and given that you have indeed mapped glTF
> 2.0 rendering into X3D 4.0 capabilities, it is reasonable for anyone
> pursuing this effort to expect that complete success of rendering and
> animation is indeed possible.  Good to know when pursuing worthy goals.
>
>
>
> all the best, Don
>
> --
>
> Don Brutzman  Naval Postgraduate School, Code USW/Br
> brutzman at nps.edu
>
> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
> +1.831.656.2149
>
> X3D graphics, virtual worlds, navy robotics
> https://faculty.nps.edu/brutzman
>
>
>
> -----Original Message-----
> From: x3d-public <x3d-public-bounces at web3d.org> On Behalf Of Michalis
> Kamburelis
> Sent: Thursday, June 22, 2023 9:40 AM
> To: GPU Group <gpugroup at gmail.com>
> Cc: X3D Graphics public mailing list <x3d-public at web3d.org>
> Subject: Re: [x3d-public] Blender > Exporting rig transforms to HAnim?
>
>
>
> Blender->glTF exporter from Khronos (
>
> https://github.com/KhronosGroup/glTF-Blender-IO/ , regularly synched to
> the version bundled with Blender) has great support for animations.
>
> Simple animations (changing transformations), shape keys (this means
> "CoordinateInterpolator" in X3D), skinning (H-Anim in X3D). And it supports
> some more things too :) Like working textures, PBR, custom properties
> ("metadata" in X3D).
>
>
>
> I indeed dream that someone will have time to upgrade the Blender->X3D
> exporter to add there these capabilities, and yes, looking at
>
> Blender->glTF exporter is a reasonable approach for this.
>
>
>
> Regards,
>
> Michalis
>
>
>
>
>
> czw., 22 cze 2023 o 18:31 GPU Group <gpugroup at gmail.com> napisał(a):
>
> >
>
> > Thanks Michalis for info.
>
> > Q. Does another Blender exporter for another format (not x3d) export the
> rig transforms / animations?
>
> > Hypothesis: if another exporter does, then it would be possible to copy
> / adapt code from that exporter to x3d exporter.
>
> > -Doug
>
> >
>
> > On Thu, Jun 22, 2023 at 10:22 AM Michalis Kamburelis <
> michalis.kambi at gmail.com> wrote:
>
> >>
>
> >> The Blender->X3D exporter unfortunately doesn't support animations
>
> >> (of any kind - even simple transformations, not to mention skinning
>
> >> animation with H-Anim).
>
> >>
>
> >> Regards,
>
> >> Michalis
>
> >>
>
> >>
>
> >>
>
> >> czw., 22 cze 2023 o 18:16 GPU Group <gpugroup at gmail.com> napisał(a):
>
> >> >
>
> >> > If I make a skin and add a rig in Blender, on export, how do I get
> any rig transforms to export to HAnim along with the skin?
>
> >> > When I use the default x3d export, all I see is the skin in an
> IndexedFaceSet.
>
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