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

John Carlson yottzumm at gmail.com
Thu Jun 22 15:48:33 PDT 2023


Check out x3d.py X3DPSAIL for python graph.
Check out x3djsonld.py (X3DJSONLD) for JSON -> x3d.py structures -> XML,
HTML5,VRML, etc.

 x3djsonld.py needs more work.

John

On Thu, Jun 22, 2023 at 4:51 PM GPU Group <gpugroup at gmail.com> wrote:

> 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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