[x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors
John Carlson
yottzumm at gmail.com
Sun Dec 29 18:32:20 PST 2024
I think Joe can confirm that PositionInterpolators were working on
import/export, with post processing, I agree, but I keep breaking my
exporter. See my design diary summary. OrientationInterpolators are
another beast, particularly with mid-level transforms.
May I propose that we develop a plan of attack?
1. Position and Scale Interpolators on a low level transform.
2. Orientation Interpolators on low level transform.
3. Coordinate Interpolators.
4. Position and Scale Interpolators on higher transforms.
5. Orientation Interpolators on higher transforms.
6. Animation on parent child transforms.
7. Orientation Interpolator on joints with skin
8. Orientation Interpolators on joints with segment and site geometry.
9. Animation of sites and joints together.
10. HAnim Position interpolators.
11. HAnimDisplacer
12. Animation of HAnim with other objects.
Reordering and additions welcome!
John
On Sun, Dec 29, 2024 at 6:33 PM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:
> > > (transforming Blender object's location/rotation/scale exported to
> X3D animating Transform.translation/rotation/scale would be my suggestions)
> >
> > First, Please recall that that the hanim import and export need
> transform,translation/rotation/center/scale
>
> I wasn't talking about armature/bones (skeleton/joints) export or
> H-Anim when I mentioned above. And I really don't want to go into a
> discussion about Blender armature system in this thread -- we're
> off-topic here already (this thread was intended about texture
> transforms) :) I already said what I intended in other thread --
> Blender is fully capable animation system used by artists for years in
> countless animations. I'm sure it can support whatever you need.
>
> In above cited phrase, I meant that a *first* step towards supporting
> animation export (in Blender -> X3D exporter) should be IMHO
> supporting animating Blender object's location/rotation/scale (without
> Armature/Bones, just set keyframes on these things in Blender).
> Because
>
> - This is what I would consider (and I think artists would agree) the
> most trivial possible animation method. No bones/joints, no
> skeleton/armature, some objects can just move/rotate/scale around.
> It's trivial, and it allows to express some things (like stuff flying
> around the world).
>
> - This trivial animation method is also simple to express in formats
> like X3D, glTF. Again, no need to deal with skin/joints.
>
> - And it is simplest for Python / X3D developers to support. No need
> to deal with skin, weights, joints. Start simple.
>
> Supporting animation using armature/bones (skeleton/joints) export /
> H-Anim is the next step. Let's first prove we can handle the basics.
>
> Regards,
> Michalis
>
> niedz., 29 gru 2024 o 22:42 <joedwil at earthlink.net> napisał(a):
> >
> > > (transforming Blender object's location/rotation/scale exported to
> X3D animating
> > Transform.translation/rotation/scale would be my suggestions)
> >
> >
> >
> > First, Please recall that that the hanim import and export need
> transform,translation/rotation/center/scale
> >
> > All four, at least, not to mention scaleOrientation and any other x3d
> Transform fields.
> >
> >
> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/grouping.html#Transform
> >
> >
> >
> > Joint has some added to std x3d Transform but it is just a special
> Transform with a couple of added fields..
> >
> >
> >
> > Next, please understand that the Blender so called Bone center is never
> the center of the bone.
> >
> > (hint: unless a bone is a cheerleader's baton),
> >
> > The field is coded and animated as the Joint center of the parent Joint
> as given by the bone begin default location.
> >
> >
> >
> > Yes, that is really how it works. At some point in the past Blender
> decided to expose the Transform center detail to the armature author using
> that empty Transform and illegal by x3d DEF/USE coding.
> >
> >
> >
> > So, with these two facts in hand we can actually think about exporting
> from blender true x3d hanim without the extra fake transforms that blender
> current api apparently needs to accomplish an hanim skeleton using Joint
> nodes rather than bones as the target authoring and animation interfaces.
> >
> >
> >
> > This leads to the, to me, obvious that blender should join the big
> leagues and evolve its archaic skeleton (armature) authoring interface so
> as to obsolete the "Bone" hierarchy and evolve to the Joint hierarchy.
> Might as well since under the covers that is how it actually works.
> >
> >
> >
> > Thanks for all the great work on blender x3d import/export and Best
> Regards,
> >
> > Joe
> >
> >
> >
> >
> >
> >
>
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