<div><div dir="ltr">Great examples, Michalis.<div><br></div><div dir="auto">I note at least three things:</div><div><br></div><div>1. There's no texture animation, but Joe's example has that. I have not seen if your fps_game example has texture animation or not.</div><div><br></div><div dir="auto">2. My exporter exports textures (not animations). I am looking forward to looking at what Vince and Cedric are doing, and if they don’t have animation yet, I will attempt to add it.</div><div dir="auto"><br></div><div dir="auto">3. I am starting to tie meshes to the empty type objects I am importing, if meshes are present.</div><div dir="auto"><br></div><div dir="auto">I’ll send a pic with what i have for Joe Skin export in a bit.</div><div dir="auto"><br></div><div dir="auto">John</div></div></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Dec 27, 2024 at 7:23 PM Michalis Kamburelis via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</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">Vincent and all,<br>
<br>
( Sorry it took me a while -- Christmas times are busy in offline<br>
activities :) )<br>
<br>
1. I prepared the promised tests of texture transformation in Blender,<br>
to help implementing their handling in the Blender -> X3D exporter.<br>
<br>
They are inside the "blender_tests/texture_transform/" of my<br>
repository <a href="https://github.com/michaliskambi/x3d-tests/" rel="noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/</a> . Browse them<br>
through here <a href="https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/texture_transform" rel="noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/texture_transform</a><br>
. To just download them, it's probably easiest to "git clone" the<br>
whole x3d-tests repo.<br>
<br>
The README inside (<br>
<a href="https://github.com/michaliskambi/x3d-tests/blob/master/blender_tests/texture_transform/README.md" rel="noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/blob/master/blender_tests/texture_transform/README.md</a><br>
) already describes everything. A short summary:<br>
<br>
- I tested transforming base, normal, metallic/roughness textures<br>
(same or differently).<br>
<br>
- I added a "real-life example" of using texture transformation (from<br>
Castle Game Engine "examples/fps_game" demo,<br>
<a href="https://github.com/castle-engine/castle-engine/tree/master/examples/fps_game" rel="noreferrer" target="_blank">https://github.com/castle-engine/castle-engine/tree/master/examples/fps_game</a><br>
).<br>
<br>
- I added glTF exporter outputs, screenshots from Blender, Castle<br>
Model Viewer -> hopefully this all makes it clear what is the desired<br>
output.<br>
<br>
- TODO: I planned to do, but did not do this: I wanted to create a<br>
"desired" X3D files, crafted by hand, to show how a proper X3D output<br>
should look like. Not done yet, simply because of lack of time. I<br>
don't want to keep you waiting, so I send you the tests as they are<br>
now. Ping me if you think you need these "desired" X3D files :)<br>
<br>
2. Moreover, I added tests for per-vertex colors.<br>
<br>
This shows per-vertex colors generated using Blender's "Ambient<br>
Occlusion" (make areas e.g. behind ears nicely darker even without<br>
using real-time shadows) and how they can be multiplied with<br>
material(s) in glTF. This is a feature we talked about -- you<br>
mentioned you wanted to implement it by "premultiplying" the material<br>
* per-vertex color. Hopefully my tests will help make sure it's all<br>
correct :)<br>
<br>
They are in:<br>
<br>
<a href="https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/per_vertex_colors" rel="noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/per_vertex_colors</a><br>
<br>
Again, I added glTF exporter outputs, screenshots from Blender, Castle<br>
Model Viewer -> showing what should happen.<br>
<br>
I hope these are useful! Let me know if anything in this is unclear.<br>
<br>
Regards,<br>
Michalis<br>
<br>
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</blockquote></div>
</div>