[TODO] improve x3d import/export: review changes on https://github.com/Web3DConsortium/BlenderX3DSupport #21
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Reference: extensions/io_scene_x3d#21
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Compare current version to the changes made on https://github.com/Web3DConsortium/BlenderX3DSupport and its forks and add/fix features in this repo here if applicable.
I am one of the developers and administrators of the Web3D Consortium effort at https://github.com/Web3DConsortium/BlenderX3DSupport . I am working exactly on identifying what in the Consortium's work is ready to be merged into the io_scene_x3d extension. My plan was to prepare a new Github repo forked from the https://projects.blender.org/extensions/io_scene_x3d . If I did so, would il be possible to, when appropriate, submit a pull request for review and merging from a github branch, or is there a more appropriate mechanism for submitting changes?
Hi Vincent, thanks for reaching out from https://github.com/Web3DConsortium/BlenderX3DSupport/issues/10.
Happy to hear that.
I myself neither have to knowledge nor the time for implementing crazy fancy new IO features like you guys do, as i'm a junior software developer and student in the field of game engineering. Just trying to keep the boat afloat (in terms of fixing bugs, adding minor features, ensuring it works with coming blender versions for basic IO, merging changes made by community), because no one else seemed to do so.
Main aspects here to look out for when attempting in bringing in your changes:
Sure, i'd be glad to see new features and improved old ones. Where the code is located doesn't matter (a local merge works nontheless), so a github fork is fine. Anyways i'll add you as a contributor to the extension, giving you full read/write access to this repo. If the others wish as well, just drop a comment.
What changes are we talking about? If i sumarize the comment from John in https://github.com/Web3DConsortium/BlenderX3DSupport/issues/10 correctly, that would probably be:
The main thing for me is getting the coordinate system right, such that the floor is on the Z/X plane. Then I probably don't have to transform the rotations so much. Otherwise, our dudes end up elastic people, or lying down. I don't know much of the Blender GUI, but it seems like one can make it look like 3DS Max??? Some AI told me that.
Sincerely confused. I don't know 3DS, what's the difference?