[x3d-public] Can you get this X3D animation imported into Blender?

John Carlson yottzumm at gmail.com
Tue Jun 11 19:20:05 PDT 2024


I have been assigning a matrix_local to EMPTYs.  I can resume assigning
matrix_world, if you think that will help.  I can distinguish between an
HAnim node to swap between matrix_local and matrix_world if there’s an
algorithm that works.

“Y Up” is an export option.

I’m pretty sure that EMPTYs have names, because I can see them in the
blender hierarchy.  I pretty much know that one of the exports has DEFs
ending in “TRANSFORM.”  That’s because pretty much all EMPTYs are exported
as Transform.  The transform export code is not mine, I inherited it and
I’m barely familiar with it.  I’m thinking about doing python set
comprehensions for HAnim, testing if HAnim* EMPTY’s “DEF” ends with a known
HAnim name.

We should be able to attach any geometry to EMPTYs currently, bones, IDK.

At this point, I am too confused whether transforms work or centers work.
I remember things rotating around the origin and not the center.

John

On Tue, Jun 11, 2024 at 8:40 PM Joe D Williams <joedwil at earthlink.net>
wrote:

> > For example, I can “turn off” Y up, if needed.
>
>
>
> Why, Y is up. Don't let it be turned on in blend. That is first, know that
> the blender default cood sys is like x3d global and hanim local.
>
>
>
> > translating EMPTYs to something besides transforms.
>
>
>
> The thing is called Empty because it does not have a name, then either a
> transform matrix or some mesh data. You make an Empty a Transform by giving
> it a default matrix to handle translation,   rotation, scale, and other
> stuff that can make a Transform node that does something we want it to do.
>
>
>
> So, for default before animation in blend you want to see a hierarchy of
> named Emptys to handle the Humanoid, the Joint, The Segment, and Site
> Nodes. Jin has Joint center data and Site translation data. If an Empty
> won't do a transform center, then that is a problem that can be cleverly
> dealt with, I think.
>
> Should be able to create a replica of the 20 hierarchy.
>
>
>
> A section of the GUI shows you what it thinks it has, with indents, just
> duplicate that by import 20 or type it into the GUI. Then can start
> thinking about inserting certain Empties to put some geometry.
>
>
>
> See, the blend only has a GUI to show you what is happening (no readable
> user code)and let you create the node as you go input stuff by giving you
> these Empties to start with.
>
> You make the node from an Empty by giving it data.  At some point fifure
> where to put geometry, and some animation.
>
> For animation, each frame you just compute and update the the matrices
> then render the thing.
>
>
>
> Thanks, John, more later.
>
> Joe
>
>
>
>
>
>
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Jun 11, 2024 3:43 PM
> To: Joe D Williams <joedwil at earthlink.net>
> Cc: Carol McDonald <cemd2 at comcast.net>, GPU Group <gpugroup at gmail.com>,
> Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, X3D
> Graphics public mailing list <x3d-public at web3d.org>
> Subject: Re: Can you get this X3D animation imported into Blender?
>
>
> For example, I can “turn off” Y up, if needed.
>
> On Tue, Jun 11, 2024 at 5:35 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Here are the Blender exports, from glTF/.bin exporter, x3d exporter and
>> x3dv exporter.  So you can see that the hierarchy is exported for Jin 20.
>> Is there anything else you want me to do, except what I previously
>> outlined?
>>
>> Thanks!
>>
>> John
>>
>> On Tue, Jun 11, 2024 at 12:38 PM Joe D Williams <joedwil at earthlink.net>
>> wrote:
>>
>>> I think the most important is to figure out how to get blender to export
>>> the stuff we need, hierarchy, shapes, and animations. These are all gltf
>>> asset types that blender should support. We would like a direct export of
>>> x3d syntax, but the gltf will be testable since a couple of browsers say
>>> they can import.
>>>
>>>
>>>
>>> There should be a way to import the last transform hierarchy example you
>>> showed.
>>>
>>> That is a fine example that should show some patterns in the blender
>>> data.
>>>
>>> Study the gltf assets along with other json to see what we can use.
>>>
>>>
>>>
>>> So, I would like to see import/export of last jin-like no geometry loa4
>>> example skeleton I sent, but a main item to advance x3d hanim and blender
>>> would be to get the ASCII exports of gltf and related working. For the
>>> .blend or from the internal stores the basic stuff for hierarchy, geometry,
>>> and animation are in there just needing to be extracted. The gltf and
>>> related are supposed to help us get these data types.
>>>
>>> Otherwise, the main item would be to either import or type in a testable
>>> loa4 hierarchy skeleton, then figure out how to export it back to x3d.
>>> It would be ok to settle for gltf instead of pure x3d syntax.
>>>
>>>
>>>
>>> What other work in x3d-to/from-blender is available?
>>>
>>>
>>>
>>> Thanks,John.
>>>
>>> Joe
>>>
>>>
>>>
>>> -----Original Message-----
>>> From: John Carlson <yottzumm at gmail.com>
>>> Sent: Jun 10, 2024 1:13 PM
>>> To: Carol McDonald <cemd2 at comcast.net>, GPU Group <gpugroup at gmail.com>,
>>> Joe D Williams <joedwil at earthlink.net>
>>> Cc: Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, X3D
>>> Graphics public mailing list <x3d-public at web3d.org>
>>> Subject: Re: Can you get this X3D animation imported into Blender?
>>>
>>>
>>> First off, I asked for priorities to work on.  Blender was one of the
>>> top priorities.  So I’m working on it.  If you are not interested, I will
>>> stop sending to you messages.  Only a couple of people responded.
>>>
>>> If you have something higher priority than Blender, that you are
>>> invested in, please bring it up.
>>>
>>> John
>>>
>>>
>>>
>>
>
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