[x3d-public] [X3D-Ecosystem] Skinned and Segmented HAnim now working with RawKee X3D export for Maya
John Carlson
yottzumm at gmail.com
Wed May 7 20:57:58 PDT 2025
Cool, gives me hope that I can figure out how to export armature objects
and armature bones in some combined way in Blender exports.
If you need any help with interpolators, speak up, but I don’t know if
keyframing and actions (TimeSensors) are used in Maya!
Gonna check out the source code now.
Hopefully, you got the JSON validator working! I’m hoping you can make
sense of my python, if that’s what you’re trying to use. Be sure you look
for more recent python validators.
John
On Wed, May 7, 2025 at 8:11 PM Bergstrom, Aaron via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:
> X3D Users,
>
>
>
> I’m so happy, I have to flood all the Web3D mailing lists.
>
>
>
> Just wanted to let everyone know I finally got the bugs worked out of
> Skinned and Segmented HAnim X3D export with RawKee Python Edition for Maya.
>
> https://github.com/und-dream-lab/rawkee/
>
>
>
> It exports skinned characters for Maya scenes that even have character
> rigs with complex Dependency Graphs, such as those created using the
> Advanced Skeleton tool by Animation Studios.
>
>
>
> See the Screen shot for the Conan character example file rigged using
> Advanced Skeleton.
>
>
>
> Screen Shot of Conan:
>
>
> https://drive.google.com/file/d/1GbxQhg-FT7y3fFvLgA450radO2QEQd97/view?usp=drive_link
>
>
>
> Link to Advanced Skeleton - Conan Example files:
>
> https://animationstudios.com.au/rigs/
>
>
>
> It took me 3 weeks of banging my head against the wall to get this to
> work… so very very frustrating… I was beginning to doubt myself. But it
> works well now.
>
>
>
> Thanks for the feedback and help from John, Carol, Joe, and Michalis!
>
>
>
> Now on to Animation Export!!!
>
>
>
> Aaron
> --
> X3D-Ecosystem mailing list
> X3D-Ecosystem at web3d.org
> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
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