[gameprogrammer] Re: 3d model file format choice
- From: Tom Wilson <t.wilson@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 19 Jul 2005 23:42:21 +0100
[snip]
But from what I've gathered browsing the web, .obj, (Maya's format) is
easier to parse and fits my needs.
What I'm looking for is some guidence before I dig myself into a
specific file format parser - what are your experiences with 3d model
file formats and their tools - which do you prefer and why? At the
moment, I don't require more than simple texturing - multiple texture
coordinates per face-corner not needed right now.
OBJ format is so simplistic that you can hand-roll a parser in a few
minutes. It has texture co-ordinates and surface normals. But you can
calculate your own vertex normals when you read in the object.
As for tools, Blender is pretty good when you figure out how to use it,
it allows obj file import and export and also it's free.
- Tom
Thanks for your help,
/Olof
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- References:
- [gameprogrammer] 3d model file format choice
- From: Olof Bjarnason
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- » [gameprogrammer] Re: 3d model file format choice
- » [gameprogrammer] Re: 3d model file format choice
- » [gameprogrammer] Re: 3d model file format choice
- » [gameprogrammer] Re: 3d model file format choice
But from what I've gathered browsing the web, .obj, (Maya's format) is easier to parse and fits my needs.
What I'm looking for is some guidence before I dig myself into a specific file format parser - what are your experiences with 3d model file formats and their tools - which do you prefer and why? At the moment, I don't require more than simple texturing - multiple texture coordinates per face-corner not needed right now.
Thanks for your help,
/Olof
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- [gameprogrammer] 3d model file format choice
- From: Olof Bjarnason