[x3d-public] RawKee PE v2.0.0 Release (X3D Exporter for Maya) Now Available!

Bergstrom, Aaron aaron.bergstrom at und.edu
Mon Sep 1 08:09:12 PDT 2025


John,

So I am not entirely familiar with programming concepts, so I apologize that I’ll have to ask for clarification.

I believe you are referring to the “createNodeFromString” Python node dictionary in which I pass it an X3D node type as a string and it gives me back an x3d.py python object for that node, which I kinda wish was actually already built into x3d.py so I wouldn’t have to keep my own dictionary.

I actually use it for both the loader and the exporters. I would say that it is very handy. I wouldn’t even begin to know how to do this with a schema.

In the exporter, the dictionary is used in conjunction with the following function:
def processBasicNodeAddition(self, depNode, x3dParentNode, x3dFieldName, x3dType, nodeName=None)

  *   depNode --> a Maya Dependency Graph node (essentially the Maya node you want to turn into X3D)
  *   x3dParentNode --> the x3d.py node (python object) that will be the parent of the x3d.py node that you are about to create
  *   x3dFieldName --> a string containing the field name of the x3dParentNode to which the new x3d.py node will be attached
  *   x3dType --> a string containing the X3D node type that will be passed to the node dictionary
  *   nodeName --> a string that contains the DEF/USE value for the new node to be created. If ‘None’, then the DEF/USE value is set to the Maya node name

This function returns a python tuple of length 2 (bna), where a) the value at index 0 has a boolean, which is set to True if the new node has the USE field populated and False if the DEF field is populated; and b) the value at index 1 is the new node created.

If bna[0] == False: Then the I populate that new x3d.py node with other information from the Maya node on which it is based, otherwise the code moves on to other stuff.

If anyone is curious, you can see the guts of the “processBasicNodeAddition” function if you look at lines 1642-1696 in the RKOrganizer.py script found at the link below.
https://github.com/und-dream-lab/rawkee/blob/main/rawkee/RKOrganizer.py

After the conference I’m going to concentrate on making tutorials and documenting this code.

Aaron




This lets me easily build an x3d.py scenegraph.

From: John Carlson <yottzumm at gmail.com>
Sent: Monday, September 1, 2025 4:00 AM
To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>
Cc: Bergstrom, Aaron <aaron.bergstrom at und.edu>
Subject: Re: [x3d-public] RawKee PE v2.0.0 Release (X3D Exporter for Maya) Now Available!

Aaron,

I looked at your release a bit.  It looks pretty good.  I noticed your dispatch table for string to class in your JSON Loader file.  Cool!  That's great! Makes a lot of sense.  Probably better than schema.

John

On Sun, Aug 31, 2025 at 10:43 PM Bergstrom, Aaron via x3d-public <x3d-public at web3d.org<mailto:x3d-public at web3d.org>> wrote:
The RawKee PE v2.0.0 Release of the X3D Exporter for Maya 2023-2026+ is now available.

  *   Learn more at: https://www.web3d.org/rawkee-pe

Support for:

  *   Two-Sided Appearance
  *   Material, PhysicalMaterial, and UnlitMaterial nodes.
  *   Skinned HAnim Characters with Animation
  *   Set export location as a RawKee Project or Castle Game Engine Project
  *   And more…!

Thanks,

Aaron

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