Talk:Oni Model Extractor: Difference between revisions

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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


[http://www.youtube.com/watch?v=YNawWKDfdkY holidays are coming]
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[[Image:Holidays_are_coming.png]]
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
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so, today i finished m3gm viewer, and planning in future to extract it to some 3d model format
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
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|______________________||__|__|_,--| ПРИХОДИТ
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i don't have much 3d experience
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
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i have heard of the 3ds format, which seem to be very wide-spread, and seem to support all the features required (textures, animations)


 
: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)