[gameprogrammer] Re: 3d model file format choice

Just want to recap:

I downloaded the latest version of Blender (2.37). It got
import/export support via 3d-party Python scripts, preinstalled, for
all sorts of formats, including .obj and .3ds. Since I got the hint of
lib3ds I think I will go that path instead of writing a new parser.
The only problem with lib3ds seems to be the lack of documentation -
from what I can find there's only a autogenerated (doxygen)
documentation tree - which is workable but not very convenient from a
learning curve perspective. If anyone no of a good "user manual" as
opposed to "reference manual" as I would state the doxygen tree is,
please enlighten me :). If I bump into more problems with lib3ds I
might choose either .obj or .md2/3/5 since they seem to be well
documented and not too general for my needs. (for example VRML and DXF
seem more "bloated" and thus would be more work writing a parser for).

Thanks for all your help! No I'm off learning Blender..

/Olof

On 7/20/05, Ryan Hanlon <ryanh@xxxxxxxxxx> wrote:
> Bob Pendleton wrote:
> 
> >On Tue, 2005-07-19 at 23:13 +0200, Olof Bjarnason wrote:
> >
> >
> >>Hi all.
> >>
> >>So far during my (limited) 3d games development, I've used my own
> >>homebrewn minimalistic 3d model design program (which I appropriately
> >>call minmod ;) and file format (.mm). This was fine for 10 face
> >>models, but now I want to move on to more complex models.
> >>
> >>I know of Blender and I like using it - it natively exports DXF,
> >>Inventor and VRLM file formats.
> >>But from what I've gathered browsing the web, .obj, (Maya's format) is
> >>easier to parse and fits my needs.
> >>
> >>
> >
> >You might want to check... I vaguely remember that Blender handles .obj
> >files, at least a subset of the format.
> >
> >               Bob Pendleton
> >
> >
> 
> For the formats it doesn't handle on its own, you can almost always find
> an import/export plugin to enable it or to handle more features.
> 
> Ryan
> 
> 
> 
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