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  adequate/widely supported 3d model format  (Read 2243 times)
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Offline teletubo
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« Posted 2010-08-02 16:46:50 »

I am starting to adventure on the 3d world, and a couple of weeks ago I started learning Opengl with lwgl . I've written a basic MD2 loader, and got some models running around the screen and stuff.
But I know the MD2 format has lots of limitations and it's not a great format to work with .

Now I'm searching for a nice format to use in games (i.e. support animations) that are widely used and can be generated using the most popular 3d tools (Blender, 3dmax, Maya) .

I've researched about Collada, but it seems that animation is still not very stable .

Any suggestions ?

Offline gouessej
« Reply #1 - Posted 2010-08-02 16:56:47 »

I am starting to adventure on the 3d world, and a couple of weeks ago I started learning Opengl with lwgl . I've written a basic MD2 loader, and got some models running around the screen and stuff.
But I know the MD2 format has lots of limitations and it's not a great format to work with .

Now I'm searching for a nice format to use in games (i.e. support animations) that are widely used and can be generated using the most popular 3d tools (Blender, 3dmax, Maya) .

I've researched about Collada, but it seems that animation is still not very stable .

Any suggestions ?
Collada is badly supported in Blender even in the version 2.49b. Which limitations bother you in the MD2 format? Maybe give a look at MD3. I already have a small MD3 importer that could be ported to use LWJGL. There are only a few formats for animation, maybe the Ogre format is a good candidate.

Have you planned to use a 3D engine relying on LWJGL for the rendering (JMonkeyEngine, Ardor3D, JPCT, ...) rather than directly using this API?

Offline teletubo
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« Reply #2 - Posted 2010-08-02 17:06:42 »

Collada is badly supported in Blender even in the version 2.49b. Which limitations bother you in the MD2 format? Maybe give a look at MD3. I already have a small MD3 importer that could be ported to use LWJGL.

Have you planned to use a 3D engine relying on LWJGL for the rendering (JMonkeyEngine, Ardor3D, JPCT, ...) rather than directly using this API?

To be honest I was influenced by the stuff I've read on random forums posts (not in jgo) about md2. Basically everybody says it's old and anything else should be used instead.

If animation export is not supported by Collada with Blender, that's a big drawback, since Blender is the only 3d tool I can (barely) model ...
Do you know how well Blender supports md2 export ? I know it does exist some scripts, but I can't try it right now since I'm stuck with my company's computer for a few weeks and can't install it here Sad

I am not planning to use a 3D engine, not for the moment . I am intersted in learning the inners of OpenGL first and then if I see the need I might migrate to some engine .

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Offline gouessej
« Reply #3 - Posted 2010-08-02 21:49:32 »

To be honest I was influenced by the stuff I've read on random forums posts (not in jgo) about md2. Basically everybody says it's old and anything else should be used instead.

If animation export is not supported by Collada with Blender, that's a big drawback, since Blender is the only 3d tool I can (barely) model ...
Do you know how well Blender supports md2 export ? I know it does exist some scripts, but I can't try it right now since I'm stuck with my company's computer for a few weeks and can't install it here Sad
The MD2 format is well supported in Blender, there is no need to add any script. However, it is different for MD3. MD2 is enough for key frame based animations but not for skeletal animations of course.

I am not planning to use a 3D engine, not for the moment . I am intersted in learning the inners of OpenGL first and then if I see the need I might migrate to some engine .
I did the same before using JMonkeyEngine and Ardor3D Wink

Offline Riven
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« Reply #4 - Posted 2010-08-02 22:59:03 »

The MD2 format is well supported in Blender, there is no need to add any script. However, it is different for MD3. MD2 is enough for key frame based animations but not for skeletal animations of course.

IIRC, MD2 has 16bit floats (float_offset+float_scale*16_bit_integer) which makes it wobble in keyframe animations

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Offline Spasi
« Reply #5 - Posted 2010-08-03 01:15:43 »

Have a look at dotXSI.
Offline teletubo
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« Reply #6 - Posted 2010-08-03 15:45:36 »

IIRC, MD2 has 16bit floats (float_offset+float_scale*16_bit_integer) which makes it wobble in keyframe animations

I've read that as well, but really, I experimented with several models and I couldn't see it .


 

The MD2 format is well supported in Blender, there is no need to add any script. However, it is different for MD3. MD2 is enough for key frame based animations but not for skeletal animations of course.
I did the same before using JMonkeyEngine and Ardor3D Wink

I gave it a shot and exported a blender model with animation and, though it spit out some errors (regardings faces without texture), I could load and watch it moving on my game without much struggle .
I think I'll stick to MD2 just to move forward and hava a look on xsi recommended by Spasi to see if I can find the motivation to write another loader.

Thank you all for the responses !


Offline lhkbob

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« Reply #7 - Posted 2010-08-04 00:00:15 »

If you're using Blender, you can always write your own export script to any format that you'd like. Possible one that puts the animations in an easy to use way just for your engine.  It requires python but they have a pretty good API (http://www.blender.org/documentation/249PythonDoc/API_intro-module.html)

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