[AI] Python programmers! Blixemel, first alpha released version. One model so far

John Carlson yottzumm at gmail.com
Sat Jan 31 23:33:51 PST 2026


Blixemel, an XML format for unloading from Blender 5.0 scenes and loading
into Blender 5.0 scenes. See google drive for zip package (created with
Java--actually a jar), for python source and blXML to use with
import.sh/import.py

GitHub source (minus input and output .blend files and textures):

https://github.com/coderextreme/blixemel
 BlixBikeExample.zip
<https://drive.google.com/file/d/1vXz304DfwxwfcMIDzs7KeMNzq7E4fOmo/view?usp=drive_web>

HAnim (Gramps) is next.  I will be handling vertex groups and weights, and
probably some modifiers.

Contact me directly for input and output .blend files.

Note that this code was created with my instruction guiding several AI/LLM
web sites. I generated the first export.py and guided the AI through the
rest.

If someone wants to compare the original glTF and FBX to the imported
Blender, that would be great.

Perhaps this could be used to guide an X3D blender export?  I don't really
know at this point.

John



On Sat, Jan 31, 2026 at 6:24 PM John Carlson <yottzumm at gmail.com> wrote:

> Correction, Tuesday, Feb 10th at 8am CST, unless someone tells me
> otherwise.
>
> On Sat, Jan 31, 2026 at 5:44 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Note that I’ve been accepting changes to handle FBX/glTF armatures, and
>> they might not apply to other armatures.  If someone wants me to use a
>> different type of imported armature, please provide a .blend test case.   I
>> imagine that there will be a USDSkel and MPFB2 plugin eventually, depending
>> on how Blender upgrades go.  Apparently, my version of MPFB2 didn’t work
>> with Blender 5.0.   Note that I’m strictly working with .blend native files.
>>
>> I am mildly optimistic that we can use my exporter as a PBR sample export
>> for X3D.
>>
>> I hope to report progress on Feb 13th.
>>
>> On Sat, Jan 31, 2026 at 6:54 AM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Can see and animate bones in wrong position, but bones aren't directly
>>> tied to meshes, apparently.
>>>
>>> WARNING: Parent 'Object_7' not found for Bike
>>> WARNING: Parent 'Object_7' not found for FlapLeft
>>> WARNING: Parent 'Object_7' not found for FlapRight
>>> WARNING: Parent 'Object_7' not found for SwitchLeft
>>> WARNING: Parent 'Object_7' not found for SwitchRight
>>> WARNING: Parent 'Object_7' not found for VentMain
>>> WARNING: Parent 'Object_7' not found for VentSub
>>> WARNING: Parent 'Object_7' not found for WingLeft
>>> WARNING: Parent 'Object_7' not found for WingMain
>>> WARNING: Parent 'Object_7' not found for WingRight
>>>
>>> Object_7 is the armature Object in the original scene.
>>> [image: image.png]
>>>
>>>  Screenshot 2026-01-31 065141.png
>>> <https://drive.google.com/open?id=1kibGb399N4TcJoD4YiBL3k1zbwGb2YaU>
>>>
>>
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