[x3d-public] best way to implment Gltf2 in web3d browser: converter or native render?

John Carlson yottzumm at gmail.com
Tue Mar 31 14:53:58 PDT 2026


I don’t know what a CreateHumanoid node is.

I’m not experienced with MPFB2.

At least 2 people besides me are working on HAnim Blender exporters.

I have a custom JSON HAnim exporter:

coderextreme/JSONHAnimBlenderExport: Export X3D JSON HAnim Blender Export
<https://github.com/coderextreme/JSONHAnimBlenderExport>


John

On Tue, Mar 31, 2026 at 1:26 PM GPU Group <gpugroup at gmail.com> wrote:

> John,
> "LOA4 .. take a hit .. converting to web3d"
> Good point.
> Q. if coming from Blender, would a Blender exporter be better off to
> export a (not yet in web3d specs) CreateHumanoid node with scalar
> parameters as set in MPFB2, and web3d browsers would hold the default .obj
> makehuman skin and .json auxiliary files, and if needing to add something
> at LOA4 that MPFB2 doesn't have, to add it to the MPFB2 .json / auxiliary
> files used in Blender?
> -Doug
>
> On Tue, Mar 31, 2026 at 11:59 AM John Carlson <yottzumm at gmail.com> wrote:
>
>> I would say that high HAnim LOA4 scenes are going to take a hit when
>> converting to web3d nodes.
>>
>> Use AI to convert from .x3d to .glb (and try it out)
>>
>> I'd offer a python program, but it doesn't do skin weights yet.  WIP.
>>
>> John
>>
>> On Tue, Mar 31, 2026 at 10:31 AM GPU Group via x3d-public <
>> x3d-public at web3d.org> wrote:
>>
>>> Q. What's the best/right way to support gltf2 in a web3d browser:
>>> a) on loading convert to web3d nodes
>>> b) load into a gltf node and treat as a sub-scenegraph, and use a
>>> gltf2-specific rendering pipeline on each frame
>>> -Doug Sanden
>>> _______________________________________________
>>> x3d-public mailing list
>>> x3d-public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>
>>
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