[x3d-public] X3D, Blender, and which way is up.

John Carlson yottzumm at gmail.com
Mon Nov 25 08:25:52 PST 2024


Except that after integrating a recent version the import/export, I made a
god awful mess of my code, and all I get now is elastic man.

On Mon, Nov 25, 2024 at 10:22 AM John Carlson <yottzumm at gmail.com> wrote:

>
>
> On Mon, Nov 25, 2024 at 8:20 AM vmarchetti at kshell.com <
> vmarchetti at kshell.com> wrote:
>
>>
>>
>> The X3D importer/exporter allows through the UI to configure the
>> transformation through the choice of Up and Forward. The choices of +Z Up
>> and +Y forward  leads to the identity transformation, that is x,y,z
>> coordinates are unchanged.  The can be verified  with the model at
>> https://drive.google.com/file/d/1lumRBRjqoygHCw88kwzcSKS5M-KxGXLf/view?usp=drive_link ,
>> it is a 3.4 MB zip file. When unzipped it has a .x3d file of a sculpture
>> head, with the scalp being at the +Y extremity and the sculpture is looking
>> in the +Z direction. With +Z up and +Y forward import and export these axes
>> are preserved in the imported blender scene and in the re-exported x3d
>> scene,
>>
>
> I agree that imports and exports probably match up.  What happens when I
> present a script to an audience, undoubtedly, someone will say it’s wrong.
> Then look at the RGB gizmo and tell me it’s right, halfway in between
> import and export.  My motto is, if it works, don’t fix it.  It doesn’t
> work for Joe.  It’s a matter of semantics, not functionality.
>
>>
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