• ### Announcements

#### Archived

This topic is now archived and is closed to further replies.

# OpenGL animating .ms3d - model on OpenGL

## Recommended Posts

Anyone know how to add an animation to OpenGl? Can I use some static models at the same time? With animation i here mean an animated MilkShape model. Any source would be very much appreciated! Xewren

##### Share on other sites
I personally would use a format like .md2 or .md3 for animating. They''re really easy to read in and draw and theres plenty of articles on them on Nehe''s site under Game tutorials theres an md2 model loader. I''m not to sure about animating in MS3d I personally think its only good for static models but thats just my opinion

##### Share on other sites
Thanks for your opinion. I have to think this again... MAybe ill use milkshape just for static models then

Xewren

##### Share on other sites
On the Milkshape 3D download page... you can find source code for animation (although it loads the ASCII file, and not the MS3D file... but all you''ll have to change is the format it reads, and not the animations/structures).

Billy

##### Share on other sites

There are a few things you should think about when choosing file-format: Ms3d is skeleton-based which means that a ms3d file will take much less space than a MD3. And it would be easier to do things like changing the animation at run-time using ms3d. On the other hand, a md3 wouldn''t take as many math operations to draw, so it''ll be a bit faster than ms3d.

• ### Forum Statistics

• Total Topics
627697
• Total Posts
2978680
• ### Similar Content

• Both functions are available since 3.0, and I'm currently using glMapBuffer(), which works fine.
But, I was wondering if anyone has experienced advantage in using glMapBufferRange(), which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
• By xhcao
Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness.
• By cebugdev
hi guys,
are there any books, link online or any other resources that discusses on how to build special effects such as magic, lightning, etc. in OpenGL? i mean, yeah most of them are using particles but im looking for resources specifically on how to manipulate the particles to look like an effect that can be use for games,. i did fire particle before, and I want to learn how to do the other 'magic' as well.
Like are there one book or link(cant find in google) that atleast featured how to make different particle effects in OpenGL (or DirectX)? If there is no one stop shop for it, maybe ill just look for some tips on how to make a particle engine that is flexible enough to enable me to design different effects/magic
let me know if you guys have recommendations.
• By dud3
How do we rotate the camera around x axis 360 degrees, without having the strange effect as in my video below?
Mine behaves exactly the same way spherical coordinates would, I'm using euler angles.
Tried googling, but couldn't find a proper answer, guessing I don't know what exactly to google for, googled 'rotate 360 around x axis', got no proper answers.

References:
Code: https://pastebin.com/Hcshj3FQ
The video shows the difference between blender and my rotation:

• By Defend
I've had a Google around for this but haven't yet found some solid advice. There is a lot of "it depends", but I'm not sure on what.
My question is what's a good rule of thumb to follow when it comes to creating/using VBOs & VAOs? As in, when should I use multiple or when should I not? My understanding so far is that if I need a new VBO, then I need a new VAO. So when it comes to rendering multiple objects I can either:
* make lots of VAO/VBO pairs and flip through them to render different objects, or
* make one big VBO and jump around its memory to render different objects.
I also understand that if I need to render objects with different vertex attributes, then a new VAO is necessary in this case.
If that "it depends" really is quite variable, what's best for a beginner with OpenGL, assuming that better approaches can be learnt later with better understanding?

• 20
• 14
• 12
• 10
• 12