[x3d-public] Transforms -> HAnimJoints

John Carlson yottzumm at gmail.com
Sat Sep 16 22:59:01 PDT 2023


I forgot one thing, which is documented on the Blender website.  To run the
export python program I provided, you need this incantation:

>From Git For Windows Git Bash icon terminal:
$ C:/Program\ Files/Blender\ Foundation/Blender\ 3.6/blender.exe
--background --python export.py

This will be different if you installed blender elsewhere, and your python
program may not be called "export.py"

John




On Sun, Sep 17, 2023 at 12:41 AM John Carlson <yottzumm at gmail.com> wrote:

> Here's how you can run the X3D export from an external python script:
>
> import bpy
>
> # bpy.ops.import_scene.fbx(filepath = "_enter_your_fbx_file_here_.fbx")
> bpy.ops.wm.open_mainfile(filepath="_enter_your_blender_file_here_.blend")
> bpy.ops.export_scene.x3d(filepath="_enter_your_X3D_file_here_.x3d")
>
> You'll have to at least install  io_scene_x3d/export_x3d.py
>
> in your blender addons.
>
> I find this more convenient than clicking in the Blender GUI.
>
> Indeed, I haven't tested the export plugin from the Blender GUI. Oops!
>
> Time for testers.
>
> John
>
>
>
> On Sun, Sep 17, 2023 at 12:34 AM John Carlson <yottzumm at gmail.com> wrote:
>
>> Doug, I have a first cut (Haven't verified scale, center, translation or
>> rotation) at adding HAnimHumanoid and HanimJoints export to  X3D Blender
>> export. (not X3DV, you're probably way ahead of me on that).
>>
>> Testing is welcome, but there's nothing visible yet.
>>
>>  https://github.com/coderextreme/BlenderX3DSupport.
>>
>> We may need to put copyright notices back in.
>>
>> John
>>
>> On Sat, Sep 16, 2023 at 7:38 PM GPU Group <gpugroup at gmail.com> wrote:
>>
>>> PS I looked at the X3D, WRL importer in blender, and they hack on the
>>> text blob to generate some kind of  'AST' abstract syntax tree for both of
>>> those, and then traverse that generic AST when converting to blender nodes.
>>> So no dependencies on external parsers. I don't know if the same technique
>>> would work for html and json.
>>> -D
>>>
>>> On Sat, Sep 16, 2023 at 6:32 PM GPU Group <gpugroup at gmail.com> wrote:
>>>
>>>> 1. zip the io_scene_x3dv folder so you have io_scene_x3dv.zip
>>>> 2. in Blender > Edit > preferences > Install button which will give you
>>>> a file picker, pick your zip
>>>> 3. still in preferences, make sure the box is checked to activate /
>>>> turn it on
>>>> Then it shows up in the File > Export list.
>>>> If you make changes to it, re-zip, then uninstall from preferences
>>>> first, before Install again and check box again
>>>> -D
>>>>
>>>>
>>>>
>>>> On Sat, Sep 16, 2023 at 3:56 PM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>>
>>>>> Doug, basic information, like "How to export X3DV in a Blender python
>>>>> script" is needed.  I am referring to:
>>>>> https://github.com/dug9/BlenderX3DSupport  Please provide basic
>>>>> information like how to run a script external to python would help.
>>>>>
>>>>> Something like:
>>>>>
>>>>> import bpy
>>>>>
>>>>> # bpy.ops.import_scene.fbx(filepath =
>>>>> "../../Tufani/LILY_7_3_BLEND.fbx")
>>>>> bpy.ops.wm.open_mainfile(filepath="LILY_7_3_BLEND.blend")
>>>>> bpy.ops.export_scene.x3dv(filepath="fooLily.x3dv")
>>>>>
>>>>>
>>>>> I will try from the Blender GUI next.
>>>>>
>>>>> John
>>>>>
>>>>> On Fri, Aug 25, 2023 at 2:15 PM GPU Group <gpugroup at gmail.com> wrote:
>>>>>
>>>>>> i'm currently testing with
>>>>>>
>>>>>> https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/BoxmanBVH_play.x3d
>>>>>>
>>>>>> - uses freewrl extra nodes HAnimMotionPlay : HAnimMotion and
>>>>>> HAnimMotionDataFile HAnimMotionData
>>>>>> https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/play.x3d
>>>>>> - a handy heads-up Proto for playing files
>>>>>> (run,stop,rewind,end,increment,slidebar)
>>>>>>
>>>>>> https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/BoxmanBVH_play.png
>>>>>> and in combination with script in the above scene file I can compare
>>>>>> specific animation frames between blender, bvhacker and freewrl, can be
>>>>>> adapted to HAnimMotion (doesn't depend on any HAnim nodes itself).
>>>>>> -Doug
>>>>>>
>>>>>> On Fri, Aug 25, 2023 at 12:44 PM John Carlson <yottzumm at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Yeah, I was trying to write quaternions on shoulder stuff to get
>>>>>>> from A Pose to I Pose.
>>>>>>>
>>>>>>> If you have a good test suite, please share.  One thing that I found
>>>>>>> out was you're supposed to multiply on the left of center by the quaternion
>>>>>>> and on the right by the inverse quaternion???  Online documentation goes
>>>>>>> all over the board.  I'm thinking of resorting to THREE.js. Maybe The
>>>>>>> C/C++/C# SAI has something?
>>>>>>>
>>>>>>>
>>>>>>> Thanks,
>>>>>>>
>>>>>>> John
>>>>>>>
>>>>>>> On Fri, Aug 25, 2023 at 1:36 PM GPU Group <gpugroup at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> John, that's great we'll need you.
>>>>>>>> I haven't worked on the blender exporter in weeks, you are welcome
>>>>>>>> to start that HAnim export part if you like.
>>>>>>>> https://github.com/dug9/BlenderX3DSupport
>>>>>>>> Right now I'm struggling to load .bvh files at random with bvhacker
>>>>>>>> https://github.com/DaveDubUK/bvhacker as a cleaning tool.  There
>>>>>>>> are lots of recorded bvh motion files to download and use. But even
>>>>>>>> bvhacker needs work -- for example ensuring  Y-UP (blender exports .bvh
>>>>>>>> Z-UP), mapping to HAnim LOA names/selecting the right LOA, ARMS_DOWN
>>>>>>>> default pose.
>>>>>>>> For example when using a T-pose .bvh file (the T geometry is
>>>>>>>> recorded in the OFFSETs field and angles are relative to that pose) on an
>>>>>>>> ARMS_DOWN HAnim, the shoulder/arm rotations aren't correct. BVHacker does
>>>>>>>> some channel swapping X--Y, but similar technique in freewrl doesn't work
>>>>>>>> reliably (yet).
>>>>>>>> SUMMARY: I'm in the same zone with the hanim transforms but stuck
>>>>>>>> back a few steps in getting freewrl to play a .bvh with good shoulder
>>>>>>>> animation. So stuck for a while but open to coordinating with you on HAnim
>>>>>>>> and blender exporter.
>>>>>>>> -Doug
>>>>>>>>
>>>>>>>> On Fri, Aug 25, 2023 at 12:21 PM John Carlson <yottzumm at gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Doug,
>>>>>>>>>
>>>>>>>>> I have some code I've been working on that converts VRML
>>>>>>>>> Transforms with DEFs to HAnimJoints.  Maybe we should collaborate on Hanim
>>>>>>>>> Blender export. I'm also looking for something that will apply
>>>>>>>>> transforms to joint centers, if you have something tested and separate from
>>>>>>>>> FreeWRL.
>>>>>>>>>
>>>>>>>>> Thanks,
>>>>>>>>>
>>>>>>>>> John
>>>>>>>>>
>>>>>>>> _______________________________________________
>>> x3d-public mailing list
>>> x3d-public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>
>>
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