[x3d-public] Communication - please less noise
John Carlson
yottzumm at gmail.com
Tue Sep 12 15:09:06 PDT 2023
Note: I now have a working system that takes 1 (exactly one) FBX model
exported from Blender in both X3D and glTF formats and combines them with
weight information from C4D and joint locations and combines them. Y up
doesn't quite work yet, but that will be working soon, I hope. I will
start work on converting and adding animations, probably using the glTF
Blender export. This was the latest in a series of prototypes. This one
significantly reduces the number of extra files, including files for mesh
and textures (UV).
Here are a couple of patches I've had to make to the X3DV output (
patchup.pl)--there's also something with Shape I may have introduced.
DEF coords_ME_mesh_t_Lily_RV7_Shape -> Coordinate
DEF normals_ME_mesh_t_Lily_RV7_Shape -> Normal
Here is the most recent tested version (lots of Perl, no data files).
https://github.com/coderextreme/HAnimDecoratorAssembly
The joint locations look like this:
Joint Location
____________________________________
humanoid_root
X: 0 m
Y: 0 m
Z: 0 m
____________________________________
[ etc snip ]
I don't know if we actually need joint locations, since that information is
also being provided through glTF transforms via tovrmlx3d.exe
Here's what the skin weights look like, all joints in one file;
<vl5> # joint
(0) = 0.013 # (skinCoordIndex) =
skinCoordWeight
[ etc snip ]
I've used an FBX file, but a .blend file may be possible.
I am open to receiving FBX or blend files for conversion, especially if
they have skipping animations. I don't know how Blender will handle them.
I did have a lot of noise in this file, but people were complaining about
noise, so I just provided pure signal (which people don't like either).
John
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