Quote:Original post by thatguyfromthethingQuote:Original post by jpetrie
I think both are interesting, but overly complex. I haven't used FBX nearly as much, but the overgeneralization of Collada (and the fact that its specification doesn't define a standard method for doing some things like linking animations to bones, at least last I looked) put me off of it.
If you don't have to use either for some reason, don't. You may as well make your own exporter as the collada exporters all have problems anyway and many of the FBX ones have issues as well. If I were making an engine I'd make my own format that is simple and keeps skeleton and mesh data separate and then make a converter from collada or fbx to that data to cover the animation tools I didn't want to waste time supporting directly.
I already have my own format but you don't seem to realize that you actually have to get the models into your engine from a modeling application. My plan was to load the fbx or collada mesh into my class then save it out under my format instead of writing a plug in for just one of the many modeling applications out there.