[x3d-public] [x3d] Minutes from Nov 12 X3D Blender suppport call
Joe D Williams
joedwil at earthlink.net
Wed Nov 13 13:03:37 PST 2024
https://github.com/andreasplesch/x3dom/wiki/RiggedSimple-glTF-conversion
X3D
experimental xml
...
Transform DEF='node_0' rotation='1 0 0 1.57
This is not good. It shows the thing was drawn +zup.
This should be fixed in blender either by fixing blender to do the GL default, not depending on the Transform of the model to put the thing into GL space.
Thanks,
Joe
-----Original Message-----
From: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>
Sent: Nov 13, 2024 8:00 AM
To: Vincent Marchetti <vmarchetti at kshell.com>, X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>, <x3d at web3d.org>, <x3d-public at web3d.org>
Cc: Joe D Williams <joedwil at earthlink.net>
Subject: Re: [x3d-public] [x3d] Minutes from Nov 12 X3D Blender suppport call
So, to me for hanim it seems like we must fix Blender at the source.
Just about the idea that Blender considers all Joints can affect all points, seems like that is a non-starter. Doesn't this liimit the skeleton-driven skin animation to less than 16 Joint nodes?
If so, then Blender needs to be fixed to operate more like x3d hanim, and every other tool, to allow for more skeleton joints(?) Gltf has a suggested? limit of, four joints to affect any point.
What am I missing?
Thanks for all the great work on this import/export with Blender.
Joe
-----Original Message-----
From: Vincent Marchetti
Sent: Nov 13, 2024 6:36 AM
To: X3D Ecosystem public discussion ,
Subject: [x3d] Minutes from Nov 12 X3D Blender suppport call
Minutes from the Nov 12 2024 meeting on Blender 4.2 support for X3D are available for view and comment
https://docs.google.com/document/d/1wvjvDpJTMFDMpS53ImuoRHNOCt9zrCiq/edit
Vince Marchetti
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