[x3d-public] X3D Blender write to file. HAnim

John Carlson yottzumm at gmail.com
Wed Sep 13 00:23:58 PDT 2023


If you’re not interested in the subject, please ignore this message.  This
is merely a dump from this afternoon’s experiments with Blender.

Ultimately, what I am trying to do here is build a skeleton graph from
bones, for use on other projects.  This may be done.

First off, I have been having issues with Blender Scripting file I/O.  I’m
mostly focusing this paragraph on Doug’s experience.  I don’t want to file
a bug yet, because I need to explore developer resources, like chat.  I
have tried searching on Internet.  Something that seems possible, that I
haven’t tried yet is redirecting console messages to a file. Another is
copying a shortcut to Blender.exe to your home folder and launching it from
there, then writing to a log.  I have tried launching from a Windows
shortcut in my home folder.  I have Python  code if someone wants to try
their hand at this.

Because of these hoops beyond standard python, I consider modifying a
plugin instead.  I realize this is a much higher level of complexity.

I am willing to put in effort to at least add HAnim Joints to a Blender
plugin.  The value added beyond glTF is IndexedFaceSets and real HAnim
skeletons.  IndexedFaceSets can add quality over what I’ve seen exported to
glTF. This is achievable currently through a combination of X3D, glTF,
custom perl, and view3dscene.  It works with 1 model.  I have shared what I
can, but it’s still roughly done, and model specific, it’s not really
Blender specific.  I just wanted to see if it was possible.  Now I know
what is needed for a plugin beyond what is already there.


I had been experimenting with exporting HAnim skinCoord info from Blender
Scripting to a file.  I’ve been trying to get something beyond writing to
console, because i have over 20000 weights, and I don’t  think copy/paste
is feasible.  It seems like Blender Python has issues with writing or
appending to files.  Creating files works okay.

It seems like Blender python has their own I/O package, at least on Windows
10.  I feel like I don’t want to try to get around their restrictions, if
there are any, so I am considering forking the Blender plugins branch.  It
seems appropriate to fork the Web3D Consortium branch, but I will probably
fork the main Blender plugin branch listed on the github for Web3d.  The
Web3d branch is a couple of years behind.

I’m off to chat about Blender and find info.

John
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