<div dir="ltr"><div dir="ltr">Problem with Blender I/O solved. I also found a "command-line Blender" that is very helpful.<br><div><br></div><div>$ /c/Program\ Files/Blender\ Foundation/Blender\ 3.6/blender.exe --background --python your_file.py<br></div><div><br></div><div>I was able to pull out skin weights and joints, or something resembling them. I realize that these are available in glTF. Other people are doing glTF parsing.</div><div><br></div><div>Thanks for being patient.</div><div><br></div><div>John</div></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Sep 13, 2023 at 2:23 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="auto">If you’re not interested in the subject, please ignore this message. This is merely a dump from this afternoon’s experiments with Blender.</div><div dir="auto"><br></div><div dir="auto"><div><span style="font-size:19px;font-style:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none;float:none;background-color:rgba(0,0,0,0);border-color:rgb(0,0,0);color:rgb(0,0,0);display:inline">Ultimately, what I am trying to do here is build a skeleton graph from bones, for use on other projects. This may be done.</span></div></div><div dir="auto"><br></div><div dir="auto">First off, I have been having issues with Blender Scripting file I/O. I’m mostly focusing this paragraph on Doug’s experience. I don’t want to file a bug yet, because I need to explore developer resources, like chat. I have tried searching on Internet. Something that seems possible, that I haven’t tried yet is redirecting console messages to a file. Another is copying a shortcut to Blender.exe to your home folder and launching it from there, then writing to a log. I have tried launching from a Windows shortcut in my home folder. I have Python code if someone wants to try their hand at this.</div><div dir="auto"><br></div><div dir="auto">Because of these hoops beyond standard python, I consider modifying a plugin instead. I realize this is a much higher level of complexity.</div><div dir="auto"><br></div><div dir="auto">I am willing to put in effort to at least add HAnim Joints to a Blender plugin. The value added beyond glTF is IndexedFaceSets and real HAnim skeletons. IndexedFaceSets can add quality over what I’ve seen exported to glTF. This is achievable currently through a combination of X3D, glTF, custom perl, and view3dscene. It works with 1 model. I have shared what I can, but it’s still roughly done, and model specific, it’s not really Blender specific. I just wanted to see if it was possible. Now I know what is needed for a plugin beyond what is already there.</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto">I had been experimenting with exporting HAnim skinCoord info from Blender Scripting to a file. I’ve been trying to get something beyond writing to console, because i have over 20000 weights, and I don’t think copy/paste is feasible. It seems like Blender Python has issues with writing or appending to files. Creating files works okay.<div dir="auto"><br></div><div dir="auto">It seems like Blender python has their own I/O package, at least on Windows 10. I feel like I don’t want to try to get around their restrictions, if there are any, so I am considering forking the Blender plugins branch. It seems appropriate to fork the Web3D Consortium branch, but I will probably fork the main Blender plugin branch listed on the github for Web3d. The Web3d branch is a couple of years behind.</div><div dir="auto"><br></div><div dir="auto">I’m off to chat about Blender and find info.</div><div dir="auto"><br></div><div dir="auto">John<br></div>
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