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HTML and Blender, points of contact and much more: Hi, I'm B4uti4dev. I have a new issue, a good first issue. The idea is that you can use HTML in Blender visually, like a special interactive editor with a timeline and WYSIWYG animations, similar to Adobe Flash/Adobe Animate. There are two ways to implement this in 3D. One is called 2D HTML, which is used for compositions where, for example, a text HTML file is in front of a 3D object, while another HTML file is in front of that one, like the Painter algorithm, mixing 3D and HTML elements in Blender with the scene graph. The other way is to create a plane that adapts when divided and looks great; this is called 3D HTML, which is in 3D space, unlike the other. The idea is that you can see HTML elements, like onomatopoeia, within Blender, easily integrated and included. Insert SVGs within it, as a spatial composition, plus the possibility of contact points, which are points with a threshold that allow interaction with the page through one of these contact points that interact with a threshold, for events. In addition, these contact points could add collision planes or even collision objects to them so that they change something in an HTML or something like the color of a texture or the lighting of the light, and so on.

For The HTML editor Developers should use .x, .y . rotation, .skewX .skewY, .scaleX .scaleY .alpha and styles atributes for animations in the engine, with the posibillity of 3d transforms. In 2D HTML in Blender it's transparent the background by default; perhaps they should create an engine for HTML to make the Blender HTML editor work better

Some especifications: You can make a HTML page with this wysiwyg and texto editor and you can export into an .HTML file, or use it in your 3d Projects in view layers or in the 3d viewport scene, for easy composition and more effects like using webgl shaders like vfx in blender or even integrate css effects, remember that The HTML page has an blender custom HTML engine for move x, y .rotation etc, You know, transformations for the wysiwyg editor, and you can modify an part of The HTML, specially, The blender-engine-div Tag and The text editor only edit that Tag. You can use these HTML element inside in the scene, inside or outside of some colecction, You can instatiate HTML elements separatly or inside of another HTML element Whether it's 2D or 3D, the HTML elements work the same way as described above, apart from the differences that 2D is in the view layers and 3D is in the viewport scene and it exist different types of HTML Elements like HTML div element or HTML canvas elements, or an image HTML elements or svg HTML element.

Why I've taken this as an idea: Because HTML5 is an reimplementation of Flash, and Previously, Flash was the industry standard. If we combine this with 3D and the ease of use of WYSIWYG, we could create amazing and incredible visuals for animated movies and a Better and Integrated Workflow in Movies pipelines.

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bautista_santino
23 Apr 2026

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bautista_santino Author

An auto feedback: we need that the HTML it could render in mp4 and other formats, remember that in the wysiwyg editor of HTML, the elements are in the scene viewport of The HTML, and it syncs with the text editor and you can create a HTML tag function that prevents the contents of the text editor from changing text editor changes when editing in the WYSIWYG editor.