[x3d-public] X3D Route Editing in the Maya Node Editor

Bergstrom, Aaron aaron.bergstrom at und.edu
Fri Jan 17 07:48:50 PST 2025


Joe,

This implementation is primarily meant to be a GUI for Maya users to create routes through a familiar interface. Though I am trying to design the backend of it in a way that it might be extended in the future. Currently, it’s only passing Boolean values around to the different nodes… as in “are we connected?  True”.

But there is now a Maya Dependency node for each X3D node in the 4.0 spec. I wrote a python script that ingested the node fields for each X3D node, that then generated a Maya Dependency node class in python for each X3D node, along with the necessary Node Editor Template XML files to show the X3D eventIn/eventOut fields in the Maya Node Editor.

Each Maya Dependency node is also a x3d.py node as the have dual inheritance from OpenMaya.MPxNode and their corresponding x3d.NODE. So for instance, the X3D_Transform node in the image is both a OpenMaya.MPxNode and an x3d.Transform node.

All of this is to pave the way for embedding X_ITE and/or X3DOM in a custom Qt Widget that includes a QTreeWidget for the X3D Scene graph similar to the Maya’s Outliner widget for the Maya DAG, and a tabbed panel for the Node Editor and a WebGL window based on QtWebEngine and X_ITE/X3DOM.

The idea is to give content authors the ability to immediate preview X3D content within maya, much in the same way anyone developing with Unity or Unreal can hit the “play” button to test their game engine scene.

Well, that and actually exporting out X3D files using x3d.py.

@Don – Sorry for all the creativity! I will try to limit the creativity in the future as much as possible, but for now, I just gotta get it out of my system!

😃

That said, none of this would be possible if there wasn’t already great work being done with x3d.py, X_ITE, and X3DOM.

Just trying to stand on the shoulders of giants.

Aaron

From: Joe D Williams <joedwil at earthlink.net>
Sent: Friday, January 17, 2025 4:12 AM
To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>; Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>
Cc: Bergstrom, Aaron <aaron.bergstrom at und.edu>
Subject: Re: [x3d-public] X3D Route Editing in the Maya Node Editor


Hey Aaron,

That looks very interesting.

Under the covers there has to be a route-like list for event flows.

per frame.

Good stuff,

Joe



-----Original Message-----
From: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org<mailto:x3d-public at web3d.org>>
Sent: Jan 17, 2025 1:17 AM
To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org<mailto:x3d-public at web3d.org>>
Cc: Bergstrom, Aaron <aaron.bergstrom at und.edu<mailto:aaron.bergstrom at und.edu>>
Subject: [x3d-public] X3D Route Editing in the Maya Node Editor


Here’s a screenshot of the Maya Node Editor demonstrating the capability of using Maya connections to create X3D Routes.
https://drive.google.com/file/d/1s0vi0_-OCFesbV2zGFSm9HNBtZ7iNQ_N/view?usp=sharing

There’s a lot of work to be done yet, but I’m super excited that I at least was able to get the GUI part of it to work.

Aaron


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