Hi Cirilo,

IMO the b) is most important for the users that want to use the features 
without having knowledge of how the things really work and want something that 
"it just works". (special good for sharing without copy many files)
but as Maurice point, the a) inline feature is a more wised way of using VRML, 
good for advance users.

Mario
________________________________________
From: Kicad-developers 
[kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net] on behalf of 
easyw [ea...@katamail.com]
Sent: 16 September 2016 00:20
To: Cirilo Bernardo; KiCad Developers
Subject: Re: [Kicad-developers] VRML Export

Hi Cirilo,
I found inline{} VRML export option very useful and powerful...

it allows an easy post elaboration to i.e. change color to pcb board,
traces and solder mask with some macro or tweak the VRML models to add
texture to the VRML result for an improved visualization or even add a
vrml model inline{} to a 3D part to include some external extra objects
not present in the pcbnew...

I use Blender to import kicad VRML exported boards and I use also
material properties without any issues with the actual develop build
branch...

So in case of a rewriting of the VRML exporter, I would consider very
useful to leave at least an option to conserve the actual inline{}
structure.

Thank you
Maurice

On 16/09/2016 00:25, Cirilo Bernardo wrote:
> Hi folks,
>
>  Since the merge of the new 3DViewer the VRML Export routine has not
> been able to include x3d data and the few x3d users out there have not
> been very happy about this. However, the scenegraph library developed
> for the 3D plugin system can easily write monolithic files which include
> visualization data for all file formats supported by plugins. This means
> that VRML Export can now be modified to either (a) continue to use
> inline{} when a file is created and when copying files the scenegraph
> library is used to write VRML model equivalents of other file formats
> (x3d, STEP, IGES, IDF) or (b) create a monolithic file with all models
> defined internally and reused wherever possible. Personally I would
> prefer (b) since that would eliminate some options in the Export routine
> such as "Copy Model Files" and would also eliminate the problem of
> inline{} compatibility with some viewers. There may be problems with
> DEF/USE within some programs like Blender but I can always add an
> option to not reuse definitions (Blender's VRML code has so many
> problems though that I doubt this would help).
>
> Any thoughts before I go ahead and rework the VRML exporter?
>
> - Cirilo
>
>
>
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