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

John Carlson yottzumm at gmail.com
Fri Jun 23 22:39:39 PDT 2023


https://blenderartists.org/t/record-succession-of-commands/1199183/6

Yay!  Now can someone familiar with blender and modelling add some armature
in a python script/macro?   Thanks!

John

On Fri, Jun 23, 2023 at 6:57 PM John Carlson <yottzumm at gmail.com> wrote:

> Hey, guys, I’m a blender noob, and I mentioned this to Joe.  Can we record
> actions for creating a skeleton/rigging in blender to create an initial
> python script? I know glTF or COLLADA python may be preferred, because the
> python code is complete.  I just want a couple of joints, sites and
> segments so i can see the python.
>
> If it’s possible, I’ll look further into it.
>
> Thanks,
>
> John
>
>
> On Fri, Jun 23, 2023 at 5:32 PM Michalis Kamburelis <
> michalis.kambi at gmail.com> wrote:
>
>> > Blender(?) and gltf (last I looked) animations only support fixed time
>> steps for the interpolators.
>>
>> That's just not true. Both Blender and glTF (just like X3D) support
>> arbitrary keys (times) that map to values. They are both consistent in
>> this regard with X3D "interpolator" concept (list of keys that map to
>> a list of key values, and the only requirement is that list of keys is
>> ascending; there can be varying distances between each key).
>>
>> So they don't have to be fixed steps. It would indeed be very bad if
>> they limited animations' keys to fixed time steps, but they don't,
>> they never did. I rely on these Blender and glTF features every day :)
>>
>> They (Blender and glTF) also both supports linear or curves for any
>> interpolator.
>>
>> Regards,
>> Michalis
>>
>> pt., 23 cze 2023 o 23:35 Joseph D Williams <joedwil at earthlink.net>
>> napisał(a):
>> >
>> > The Blender->X3D exporter unfortunately doesn't support animations (of
>> >
>> > any kind - even simple transformations, not to mention skinning
>> >
>> > animation with H-Anim).
>> >
>> >
>> >
>> > Sorry to hear that. I have seen hints in Rhino that at least it would
>> seem to support exporting x3d as a hierarchy of Transforms for the skeleton
>> and hints that author could get the list of vertex bindings and weights,
>> and other Bongo stuffs; even the magic of tweening could be available with
>> several interp math choices.
>> >
>> >
>> >
>> > Regards,
>> > Michalis
>> >
>> >
>> >
>> > Continuing that x3d depends on these other GUI-driven authoring systems
>> that use the same numbers for the same things as x3d but really do not care
>> much about allowing the author to read and even edit their user code and
>> may care even less about authoring a scene intended for realtime runtime in
>> our WWW.
>> >
>> >
>> >
>> > All Best InOut,
>> >
>> > Joe
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > 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.
>> >
>> > > Thanks,
>> >
>> > > Doug
>> >
>> > >
>> >
>> > > _______________________________________________
>> >
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>> >
>> >
>> >
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