[Bf-committers] BlendXML, status?

Jeremy Wall zaphar at gmail.com
Mon Jun 6 21:00:04 CEST 2005


I don't know if it's suitable for you requirements but I believe a VRML/X3D 
python export script that is very close to completion if it's not complete 
already.

On 6/6/05, Raphael Langerhorst <raphael-langerhorst at gmx.at> wrote: 
> 
> On Monday 06 June 2005 18:52, Jeremy Wall wrote:
> > I've already mostly completed the expat integration. That part was
> > the easy part. Now I just have to spit out xml and create a file.
> > Then parse the file and load it into blender. That will be the
> > difficult part. Thanks for the offer though
> >
> > On 6/6/05, Vio <vmilitaru at sympatico.ca> wrote:
> > > If of interest, I could contribute a small cpp wrapper for expat
> > > I wrote for another app.
> > > The wrapper essentially feeds a few maps and vectors with parsed
> > > xml data, and then your
> > > app queries/traverses those maps.
> > > Caveats: since it requires cpp-specific functionality, I dunno
> > > how well it could fit inside blender, though. Additionally, while
> > > totally clueless regarding the blender
> > > binary file format, I don't think my wrapper will be of much help
> > > here (it doesn't spit out xml,
> > > just chews that stuff, for further digestion).
> > > vio
> > >
> > > Jeremy Wall wrote:
> > > > I have made some initial progress toward integrating expat into
> > > > the blender sourcecode. However work is going slowly since my
> > > > job requires a lot of my time.
> > >
> 
> What about the X3D format mentioned on
> http://www.blender3d.org/cms/Project_List.228.0.html#647
> 
> Will this be the file format used for BlendXML?
> 
> I won't be able to help you develop BlendXML, but would be an user of
> it - and a very grateful one :) We're working on a virtual reality
> (open source of course) that uses lots of XML for data
> representation. So far we are still in the progress of finding a
> suitable mesh format, but it certainly has to be in XML (at least for
> initial loading and network transportation). We certainly want to
> base the format on an open and accepted standard (X3D?) and it would
> be great if Blender would offer import/export capabilities for it.
> 
> We are also considering to use Blender itself inside the virtual
> reality as "mesh editor" for users to create new forms. I think the
> purely OpenGL based interface of Blender would allow for such an
> integration. [but that's another topic].
> 
> To sum it all up: we would be very grateful if Blender had the
> capability to "fully" import/export mesh data from/to a standardized
> XML format.
> 
> 
> Thank you very much!!
> --
> Raphael Langerhorst
> http://raphael.g-system.at/blog
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