[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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