Sign in to follow this  

your file format for skinned mesh / anim

This topic is 4543 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there! i'm working on a simple game and i'd like to have smooth skinning character in it (hw directx 4 weights per vertex) however , my problem is not coding the animation system, but getting the data correctly from a 3d package (Maya or 3dsmax) i'd like to know which format / exporter / 3d software you 're using, and hear about your experiences fbx? collada? ogre xml? doom3 md5? polytrans? thanks !!!

Share this post


Link to post
Share on other sites
At work we use the .x file format, and when working on my own engine at home I am just starting to implement model loading now.. and I'm torn between using .x or a custom format along the lines of what Ogre has.

Share this post


Link to post
Share on other sites
and you don't have any problems exporting
the skin / anims?

the official .x maya exporter hangs
or just exports the mesh...

Share this post


Link to post
Share on other sites
I use a custom format for which I've written an exporter in Python for Blender.
The file format is based on the way the data is represented internally in the engine. Basically, the exporter uses the engine's Python bindings (through Boost.Python), to load the data into the engine, and then calls a function that uses the Boost.Serialization library to save the data to a file.

It's a little long-winded, and it's taken a long while to get it to work, (you can run into some really strange quirks when trying to use certain design paradigms, e.g. singletons, between languages with language bindings). But it works for me.

Besides, if the modeller has a well documented API, then it should be trivial to write an exporter for your own format.

Quote:

the official .x maya exporter hangs
or just exports the mesh...


This might be a problem either with the specific mesh you have, or a problem with the exporter. If it's an exporter included in maya, you should be able to get tech support, or they probably have some help forums. It would be more appropriate to ask there, I think.

Share this post


Link to post
Share on other sites
own defined file format with self written Python export script for Blender. it's the best way in my opinion. this way you can also add easily the export facility to another 3D package if you have the knowledge about the export system there. in Blender3D exporting with Python is rather easy ;)

Share this post


Link to post
Share on other sites
collada handles skinning (as well as everything else) + since the guys from 3dmax + maya are members of the team, i expect the exporters work correctly. certainly a lot quicker using an existing format than making up your own

Share this post


Link to post
Share on other sites
Quote:
Original post by benj
and you don't have any problems exporting
the skin / anims?

the official .x maya exporter hangs
or just exports the mesh...

The Microsoft exporter for Maya is not the greatest. At work we use Okino Polytrans which has let us export some very complex models with no problems at all. There is also the exporter Deep Exploration which is very good, although I now we strictly use Polytrans.

Share this post


Link to post
Share on other sites
I'm using the NIF file format. It's a proprietary format, but it's very powerful and there are (or at least were) freely available exporters for it. The same file format handles static models, skinned models, bump-mapped models, portalised levels, particles, animation of virtually every feature, and is ready made for loading directly into a scene-graph.

I keep meaning to make my own (because of NIF's proprietary nature) but NIFs are just so damn good.

Share this post


Link to post
Share on other sites
Quote:
Original post by PlayerX
I'm using the NIF file format. It's a proprietary format, but it's very powerful and there are (or at least were) freely available exporters for it. The same file format handles static models, skinned models, bump-mapped models, portalised levels, particles, animation of virtually every feature, and is ready made for loading directly into a scene-graph.

I keep meaning to make my own (because of NIF's proprietary nature) but NIFs are just so damn good.


I'll second that, .nif format is great, if you have the license for that engine. You can pretty much stuff whatever you want in it and it won't care.

Shame the engine costs so much.

Share this post


Link to post
Share on other sites
thx guys

i'm trying FBX right now
it seems to works well for maya => motion builder export

for Blender / python , the exportation seems easy
but my artists would prefer to work with maya (or 3dmax)

Share this post


Link to post
Share on other sites
I have worked with FBX some and the best thing about it is that it really is the industry standard for going between tools along with being a really nice format.

The only reason I chose .X over .FBX in the end was just getting all the free functionality out of D3DX. I may actually add .FBX or dotXSI format support in the future once the majority of functionality is built.

Good luck :)

Share this post


Link to post
Share on other sites

This topic is 4543 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this