VRML/ X3D export with animations and multitexure support!

how is dragon done - texturing/lightning?

@Shaba

Hi,
the centerofrotation bug shouldn’t appear in the new version 1.02 :smiley:

@Tedi
These examples are examples of BS Contact VRML/X3D 7.0. They made by Laurant Private and he is using 3dsMax:
http://www.web3d-fr.com/foroum/index.php?showtopic=2673
http://www.web3d-fr.com/foroum/index.php?showtopic=2701

But you can create them in Blender too using Radiosity or the SSSS-Script (Simulation Sub Surface Scatering) from the MakeHuman project, convert the result into vertexcolor, add a bump and reflection map and you got such fakes :slight_smile:

thanks!

I have sss scripts (tweaked versions, also backported some to work with older blender versions) and other uvcol baking stuff.

I thought there were realtime shaders going on - I read the BS Contact release info on the website.

Render to video is an interesting feature - is this some sort of machinima for corporate world?

I did some stuff for Blaxxun applet back in 2001 (and 3d Anywhere …).

May on Laurent’s demos some HW shaders do their work could be :slight_smile:

I checked the french forum and there were pixel shaders mentioned (I don’t understand french).

I tried to export a simple keyframe animation of the default blender cube. Just to test out the animation features of this exporter. I made a 31 frame animation of the cube using Ikey -->> insert LocRotSize. I exported it as a vrml file and made sure I had the animation checkbox clicked in the exporter’s interface. What I got was a vrml file of the cube but it was not moving. Am I doing something wrong. Or does the animation feature only work for X3d exports?

Make sure your animation will loop:
http://www.bitmanagement.de/developer/contact/sdk-prev/doc/tools/blenderexporter/animation.html#controlling_animations

If not you will have to add some code for playing the animations once the scene is loaded.

May next version of the exporter will add a export option “Play non looped animations at start”.

Thanks Bart. I had figured it out by looking at the code produced by the exporter. Once I changed “LOOP false” to “LOOP true” it worked. I guess that is what the last paragraph on the documentation you mentioned is suppose to do. I says to ensure that the IPOs for the animated object are set to cyclic. I did not do that so I am assuming that the “LOOP true” value did not get written to the .wrl file

mmmmm… too bad all this is Window$ only … this looks really good …

1 Like

yes, I agree. I’ve seen the stuff at work during this years Blender Conference and I must say it seems to good to be true.

I asked Bart on the topic of Extensions (the plugin exports also extensions which are sometimes Bitmanagement specific), but it seems that most of those aren’t difficult to change (sound2 to sound) in the XML source file.

OpenWRL seems to go the right way. I’ll have a look into installing it and testing it on my Linux

All you have to do is leave out those node type that are bitmanagement specific. For instance do not export particles since the particle node is a bitmanagement specific extention.

Bart,
Excellent work… Many thanks…

In The VRML code your exporter creates…

By changing the .transforms and .positions to .set_transform and .set_position I have been able to export blender scenes (Objects, lights cameras, animations, textures, etc… ) to 3D studio max 6 using the Max 6 Vrml import…
This is really great. Can you set a button or method to streamline this. Setting the (.transforms and .positions to .set_transform and .set_position)…

I’m checking to see if there is a VMRL import for Maya… Also checking XSI and checking for VRML to Collada…

You have created an extremely powerful object-animation converter.

mthoenes, you beat me to it. I was just thinking that this X3D stuff could be used for a generic format to share 3D data between modelers. Verse is good for the collaboration part, but if you just want to store some on a CD and send to people, X3D seems the way to go.
Of course, it all depends on the quality of the importers now…

fiammy,

I need to play around vith verse some more - In my case I don’t have the latest versions of some of these Apps - Verse won’t work with Max 6 as far as I know… I have done some testing today with the .mdd loader script - fantastic script - Blender is really opening up to other apps…
In this thread
MDD vertex key I/O Testing

Hi all,

for the Linux fanboy’s :wink:

I played around with ubuntu Liux 6.10 and i installed first the Octaga Player for Linux which has a lot of lovely features too:
http://www.octaga.com/

and i installed Wine 0.9.25 and getting BS Contact installed and running using OpenGL. The only problem is that Contact crashes while loading a X3D scene. But i hope the Bitmanagement and Wine paople can fix this :wink:
http://www.winehq.com/site/download
http://www.bitmanagement.de/download/playerdownload.de.html

I didn’t test Contact 6.1 yet.

@mthoenes

i’m near finishing the 1.10 version which was shown at the Blender Conference, so i think it should be no problem for the VRML output using the “set_” prefix as default.
I will remark it on my todo’s and check it out.

BTW: @Shaba the particles are the official standard of X3D now:
http://www.web3d.org/news/releases/archives/2006/08/web3d_consortiu_3.php
http://www.web3d.org/x3d/specifications/ISO-IEC-19775-X3DAbstractSpecification_Revision1_to_Part1/

May not any viewer support this yet :wink:

Bart did you mean that Particles “May not be supported by all vrml browers yet”?

@Shaba

Jep, because it is a very new feature in the X3D standard.

Nice feature!!

I’m using Blender 2.45 and have two questions:

  1. The plugin is still working ?
  2. What is the differences between BSExporter and X3D blender exporter?

Regards,
Dalai Felinto

The BS Exporter for Blender is updated to work with Blender 2.44 and above:

The Exporter is free including a full documentation:
* Python 2.4 and Python 2.5 release
* Updated for Blender 2.44+ and changed deprecated code
* Bugfix: Creating texture subfolder only if textures available
* Bugfix: Working on Linux and MacOS X now

http://www.bitmanagement.com/products/bs_exporter.en.html
http://www.bitmanagement.de/developer/contact/sdk-prev/doc/tools/blenderexporter/index.html

BTW: With a Wine 0.9.49 (a windows emulation) you can view your exported 3D content on Linux and MacOS X too:

:slight_smile: