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Exporters for animation...
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Jeroen
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PostPosted: Wed Apr 15, 2009 6:27 am    Post subject: Exporters for animation... Reply with quote

Got a question for you: which fileformat should we focus on for exporting animations made with DeleD?

I'm looking for a general fileformat. For example, if we export to DirectX, perhaps the exported .x file be converted to other fileformats using existing software?
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chronozphere
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PostPosted: Wed Apr 15, 2009 6:46 am    Post subject: Reply with quote

Gamedev hobbyists still use formats like md2. It's really nice and simple. The only downside is that it doesn't store any skeleton/joint information. Instead it just stores a bunch of frames. I don't think this is the ideal sollution, but it would be nice to have an md2 exporter.

Writing an SMD exporter would be a better sollution. This is a simple skeleton based ASCII format. Take a look.

Hope this helps. Smile
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granada
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PostPosted: Wed Apr 15, 2009 7:05 am    Post subject: Reply with quote

I would love to have a b3d exporter Very Happy

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elementrix
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PostPosted: Wed Apr 15, 2009 8:58 am    Post subject: Reply with quote

b3d or fbx
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fik
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PostPosted: Wed Apr 15, 2009 4:34 pm    Post subject: Reply with quote

I would think.x or .fbx would be best .fbx seems to be getting suppoted by a lot and .x is but its stength is also its main problem. In that as it is extensable there seem lots of differences by lots of programs to what they see as standard
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trucker2000
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PostPosted: Thu Apr 16, 2009 12:27 am    Post subject: Reply with quote

Collada. It is supported by most apps that can export to other formats.
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ash
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PostPosted: Thu Apr 16, 2009 2:54 am    Post subject: Reply with quote

.x is kinda becoming a standard...
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Grandmaster B
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PostPosted: Thu Apr 16, 2009 8:14 am    Post subject: Reply with quote

This is kind of a tough question, there is no good answer to it.

Collada: Very bloated format. Should not be used for games, software support however is good. But you may still loose information when converting and the im- and exporters are of varying quality.

FBX: Not a open standard, nearly no public information at all. There a software library which you must use.

X: Good but also kind of bloated. Seems to be the best bet and is supported by many game engines directly.

MD3: Game oriented format, average support but easy to write ex- importers. Good option!

MD2: Still in use, very easy to write importers for custum engines. But limited features (no bones).

B3D: Nice, but not widely supported.

SMD: Dont know.
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Jeroen
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PostPosted: Thu Apr 16, 2009 9:04 am    Post subject: Reply with quote

Grandmaster_B: excellent response, I like summarized info like that, thank you! Smile All others, thank you for the reponses too! Keep 'm coming!

I was thinking X and MD3 also. Most important: we're looking for a format that is supported by many game engines and other modeling applications so that DeleD can be fitted into as many animation pipelines as possible. To me, it seems that X is the best bet.

If anyone has more information/ideas/thoughts about these formats, or any other format, please do tell!
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trucker2000
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PostPosted: Thu Apr 16, 2009 12:00 pm    Post subject: Reply with quote

MD3 and X are both importable into milkshape. (what I use as a converter.)
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Starnick
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PostPosted: Thu Apr 16, 2009 1:19 pm    Post subject: Reply with quote

Well collada isn't intended to be what you use with game engines anyways, its an intermediary format. E.g. Multiverse uses a modified OGRE mesh/material system for actual assets, but heavily relies on collada during its art pipeline. jMonkey also has something similar, their own binary format which saves the state of the scenegraph, despite having loaders for "game friendly" formats like md3 and ogre mesh.

I personally lean more to collada...but it doesn't really make much of a difference for me as I plan to update my jmonkey/ardor3d importer to handle animations anyways Razz
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MeinenM
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PostPosted: Thu Apr 16, 2009 9:09 pm    Post subject: Reply with quote

Well i was really hoping for a .x or a .b3d exporter! Those would help me out the most, dont know about the rest of you though Smile
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Grandmaster B
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PostPosted: Thu Apr 16, 2009 9:42 pm    Post subject: Reply with quote

EDIT: MD3 is also vertex based. MD4 is bone based.

I want to extend my exporter plugin to support animations. I hope to get the updated plugin infos. Wink
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elementrix
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PostPosted: Thu Apr 16, 2009 10:09 pm    Post subject: Reply with quote

just get something that works very well with milkshape, that's what I use to get my files in practicly any extension I can imagine.

Ofcourse it's always better to have less steps to get it in the engine. just choose the best one (probably didn't help you alot with that xD)
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paul_nicholls
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PostPosted: Thu Apr 16, 2009 10:23 pm    Post subject: Reply with quote

What about milkshape 3d files (.ms3d)?

I believe those support skeletal animation, see

http://local.wasp.uwa.edu.au/~pbourke/dataformats/ms3d/

EDIT: I had tried to post this one a few repies back, but for some reason it never arived Sad

cheers,
Paul
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