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What mesh file format should I be using?


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#1 Ubermeowmix   Members   -  Reputation: 311

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Posted 16 February 2014 - 08:09 PM

Hi,

 

Just wondering what the best file format for objects with bones would be to go for.

 

I need something that is going to be Direct 11 and OpenGL 4 compliant as I would really prefer to be coding in OpenGL when I get more understanding of directx programming code.

 

Thanks for reading.


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#2 L. Spiro   Crossbones+   -  Reputation: 13189

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Posted 16 February 2014 - 08:32 PM

You will be using your own format, extracted from an FBX or DAE file via your own custom converter using the respective SDK if available (the Autodesk® FBX® SDK for FBX files, etc.)
A model file format is virtually independent of the underlying graphics API; it doesn’t matter if you are using Direct3D 11 or OpenGL.


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#3 Ubermeowmix   Members   -  Reputation: 311

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Posted 17 February 2014 - 05:06 AM

Nice one, thanks. I had seen the FBX format, I just wanted to make sure that it wasn't another Microsoft initiative like XNA that would be depreciated in 6 months time.


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#4 JohnnyCode   Members   -  Reputation: 226

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Posted 17 February 2014 - 04:07 PM

well. If you need to have a format over storing and exchanging and edit your animation data in production, the best would be the very program scene file you use (.3ds in max and so on). From there on, you should parse/script this asset to your very own interpretation. The best route from my experience.

 

FBX are common formats for this exchange, but I am personaly using very .3ds max scene assets






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