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my mind asks for some change of activity from time to time, so i seem to be still developing from time to time, even tho | :my mind asks for some change of activity from time to time, | ||
:so i seem to be still developing from time to time, even tho | |||
:::[http://www.youtube.com/watch?v=YNawWKDfdkY HOLIDAYS ARE COMING!!!] | |||
::;4 | |||
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:so, today i finished m3gm viewer, and planning in future to extract it to some 3d model format | |||
maybe you give me some advice: | :i don't have much 3d experience | ||
:i have heard of the 3ds format, which seem to be very wide-spread, | |||
what 3d-model format can be viewed/modified on both mac and pc (or linux etc) with less difficulties? | :and seem to support all the features required (textures, animations) | ||
::;4 | |||
it is required to support textures and animations | :maybe you give me some advice: | ||
:what 3d-model format can be viewed/modified on both mac and pc (or linux etc) with less difficulties? | |||
:it is required to support textures and animations | |||
::;4 | |||
:I don't know the ideal format you're looking for. For Serious Konoko, I've only had a look at the ASCII formats for Max and Maya. | |||
:Both encode the meshes in sensible enough ways, but the storage is not the same as in game-engine-friendly formats (Oni, SE2)... | |||
:I haven't had a close enough look at how these formats (and others like FBX) encode animations and whether it's any good for Oni. | |||
:The only format I've seen so far that handles a character animation as a set of separate channels is SE2's (Lightwave-inspired). | |||
:Another feature that appealed to me in SE2's formats is that animation collections could be shared/inherited just like in Oni. | |||
:I think you could just as well export meshes (or character body sets) as OBJ for a start, and add support for animations later. | |||
::[[User:Geyser|geyser]] 18:31, 2 December 2007 (CET) |