[x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors

Michalis Kamburelis michalis.kambi at gmail.com
Sat Dec 28 15:15:38 PST 2024


John,

My tests apply to texture transformations (not textures).

And I didn't test animating anything -- as the current Blender -> X3D
exporter doesn't export any animation at all from what I know. Small
steps, let's add there first basic transformations (transforming
Blender object's location/rotation/scale exported to X3D animating
Transform.translation/rotation/scale would be my suggestions), then
skinned animation, then think about less common use-cases (like
animating texture transformations or texture coordinates).

Regards,
Michalis

sob., 28 gru 2024 o 22:37 John Carlson via x3d-public
<x3d-public at web3d.org> napisał(a):
>
> Great examples, Michalis.
>
> I note at least three things:
>
> 1.  There's no texture animation, but Joe's example has that.  I have not seen if your fps_game example has texture animation or not.
>
> 2.  My exporter exports textures (not animations).  I am looking forward to looking at what Vince and Cedric are doing, and if they don’t have animation yet, I will attempt to add it.
>
> 3.  I am starting to tie meshes to the empty type objects I am importing, if meshes are present.
>
> I’ll send a pic with what i have for Joe Skin export in a bit.
>
> John
>
> On Fri, Dec 27, 2024 at 7:23 PM Michalis Kamburelis via x3d-public <x3d-public at web3d.org> wrote:
>>
>> Vincent and all,
>>
>> ( Sorry it took me a while -- Christmas times are busy in offline
>> activities :) )
>>
>> 1. I prepared the promised tests of texture transformation in Blender,
>> to help implementing their handling in the Blender -> X3D exporter.
>>
>> They are inside the "blender_tests/texture_transform/" of my
>> repository https://github.com/michaliskambi/x3d-tests/ . Browse them
>> through here https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/texture_transform
>> . To just download them, it's probably easiest to "git clone" the
>> whole x3d-tests repo.
>>
>> The README inside (
>> https://github.com/michaliskambi/x3d-tests/blob/master/blender_tests/texture_transform/README.md
>> ) already describes everything. A short summary:
>>
>> - I tested transforming base, normal, metallic/roughness textures
>> (same or differently).
>>
>> - I added a "real-life example" of using texture transformation (from
>> Castle Game Engine "examples/fps_game" demo,
>> https://github.com/castle-engine/castle-engine/tree/master/examples/fps_game
>>  ).
>>
>> - I added glTF exporter outputs, screenshots from Blender, Castle
>> Model Viewer -> hopefully this all makes it clear what is the desired
>> output.
>>
>> - TODO: I planned to do, but did not do this: I wanted to create a
>> "desired" X3D files, crafted by hand, to show how a proper X3D output
>> should look like. Not done yet, simply because of lack of time. I
>> don't want to keep you waiting, so I send you the tests as they are
>> now. Ping me if you think you need these "desired" X3D files :)
>>
>> 2. Moreover, I added tests for per-vertex colors.
>>
>> This shows per-vertex colors generated using Blender's "Ambient
>> Occlusion" (make areas e.g. behind ears nicely darker even without
>> using real-time shadows) and how they can be multiplied with
>> material(s) in glTF. This is a feature we talked about -- you
>> mentioned you wanted to implement it by "premultiplying" the material
>> * per-vertex color. Hopefully my tests will help make sure it's all
>> correct :)
>>
>> They are in:
>>
>> https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/per_vertex_colors
>>
>> Again, I added glTF exporter outputs, screenshots from Blender, Castle
>> Model Viewer -> showing what should happen.
>>
>> I hope these are useful! Let me know if anything in this is unclear.
>>
>> Regards,
>> Michalis
>>
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