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xml3d-blender-exporter's Issues

Material TextureSlot alpha_factor Unaccounted For

When writing out the shared materials, material alpha only takes into account the material transparency and does not take into account the material texture's alpha_factor, which results in non WYSIWYG behaviour where the Blender Renderer displays the material (material alpha = 0, alpha_factor = 1.0) while XML3D does not, and can be fairly hard to debug for people using Blender as only an intermediary on their way from models obtained online to rendering with XML3D.

https://www.blender.org/api/blender_python_api_2_76_2/bpy.types.MaterialTextureSlot.html#bpy.types.MaterialTextureSlot

Object transformation with CSS matrix3d

The transform hierarchy is exported using the CSS 3D transforms matrix3d functionality. All transformations get accumulated.

  • Implement
  • Expose as option to UI

'public' dir missing when exporting 'XML3D only'

If I try to export a scene with template 'XML3D only' I get the following error message on the console:

FileNotFoundError: [Errno 2] No such file or directory: '/Users/fanu01/Library/Application Support/Blender/2.75/scripts/addons/io_scene_xml3d/templates/xml3d/public'

Indeed, in my .../Application Support/.../templates/xml3d/ folder, the 'public' folder is missing.
(Maybe dropped by GitHub because empty?)

Environment: MaxOSX 10.9, Blender 2.75a and 2.70, exporter 0.4.0.

Content of xml3d-info.json accumulates

The object saved to xml3d-info.json does not reset in between multiple exports of the same scene. This results in multiple references to assets, materials, etc. in that file. It also results in warnings not disappearing even when the problem has already been solved.
Restarting Blender and reexporting the scene results in a "clean" file again.

Armature Support

Support for animated rigged meshes.

Requires:

  • Export vertex weights
  • Export vertex bone indices
  • Export bone hierarchy
  • Export bind pose information
  • Export animation data
  • Xflow operator
  • Omit calculation of derived mesh for derformed meshes
  • Add option to export armatures in Blender export menu
  • Armature support in preview template
  • Export scene's fps for animation

Exporting linked duplicates creates multiple elements with the same id

Using Duplicate Linked (Alt D) to create multiple instances of the same mesh results in multiple <model> elements with the same id (the name of the mesh the object is linked to).

Reproduce:

  • Duplicate an existing object using the Duplicate Linked (Alt D) command in Blender
  • Export

Animation bug: armature modifies only root bone position

From @Arsakes on October 8, 2015 21:24

I've used blender exporter to create an animated asset - it works perfectly if there is only one bone with 1.0 weight for whole asset.
However for skeleton that consists of many bones and different weights the animations doesn't work as expected (or rather as in blender). The situation is following:

  1. All files load correctly there are no errors related to file structure.
    2 The only effect that armature has on object is translation of whole mesh (it looks like only position for root bone was computed and effects applied to mesh) there are no other deformation whatsoever. Despite the fact almost all bones have non-zero rotation and position changes.

I'm eager to give you both xml3d assets and blender file to test.

Copied from original issue: xml3d/xml3d.js#150

World Ambient Color not fully supported

Blender has a World Ambient Color, which influences all objects with a material ambient value > 0.0. In XML3D's phong shader, there is an ambient intensity, which is a scalar that is multiplied with the diffuse color. There is no global world color.

The difference in the semantic can lead to unexpected results.

Workaround: Don't use World's Ambient Color or only grey values.

Bone without assigned vertices breaks animation

I recently used this blender exporter to export an armature animation to xml3D.
One of my bones did not have any vertices assigned, which detained the browser
to load the scene at all.
I know that it is no good practice to have a bone with no assigned vertices, but
it can happen and is certainly allowed within blender. At least it should not break the
entire scene.

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