[x3d-public] best way to implment Gltf2 in web3d browser: converter or native render?

GPU Group gpugroup at gmail.com
Tue Mar 31 11:25:57 PDT 2026


John,
"LOA4 .. take a hit .. converting to web3d"
Good point.
Q. if coming from Blender, would a Blender exporter be better off to export
a (not yet in web3d specs) CreateHumanoid node with scalar parameters as
set in MPFB2, and web3d browsers would hold the default .obj makehuman skin
and .json auxiliary files, and if needing to add something at LOA4 that
MPFB2 doesn't have, to add it to the MPFB2 .json / auxiliary files used in
Blender?
-Doug

On Tue, Mar 31, 2026 at 11:59 AM John Carlson <yottzumm at gmail.com> wrote:

> I would say that high HAnim LOA4 scenes are going to take a hit when
> converting to web3d nodes.
>
> Use AI to convert from .x3d to .glb (and try it out)
>
> I'd offer a python program, but it doesn't do skin weights yet.  WIP.
>
> John
>
> On Tue, Mar 31, 2026 at 10:31 AM GPU Group via x3d-public <
> x3d-public at web3d.org> wrote:
>
>> Q. What's the best/right way to support gltf2 in a web3d browser:
>> a) on loading convert to web3d nodes
>> b) load into a gltf node and treat as a sub-scenegraph, and use a
>> gltf2-specific rendering pipeline on each frame
>> -Doug Sanden
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20260331/a647ed1d/attachment.html>


More information about the x3d-public mailing list