I’d like to have better 3D graphics in my next game and am having a look at the options.
My current code uses a subset of the wavefront .obj format, using a separate custom script file to animate the various groups in the file. In many ways, I’m happy with it (animation is easy). Unfortunately this means using my own laughably basic .obj editor in order to test out the animations. Since there’s quite a few decent modelling tools already out there, it’s time to take a step back and have a rethink.
The file format needs to support triangle lists, with associated texturing information, grouped in some fashion to support animation. It should be possible to mode animation based on model state (walking, attacking etc.) Transition from one state to another should be smooth. Ideally animating the model should be a function of the chosen Editor and the animations contained in the file format.
There’s quite a few formats out there: .obj, .3ds, .md2, .md3. Since I’d need to write (or modify existing) loader, the ideal choice would be the simplest format that meets the above needs.
Then there’s the choice of Editor. It has to be free or cheap so Maya or 3DS are out. Blender or Milkshape look a good possibility. Blender appears to rely on 3rd party python scripts for import/export. Are these reliable? What modelling information survives intact in each export format? Milkshape appears to have lots of game oriented file format I/O built in. Again, has anyone experience with exporting in these formats. Are there any other Editors worth considering?
Assuming both Milkshape and Blender provide the desired functionality, is there any advantage in one over the other in the User Interface? Are there more tutorials for the artistically challenged (me) for one or the other? Are some features better in one and other features better in the other tool? (Arghhh - I hate this my tool is better than your tool stuff)
I may stick with using .obj and my animation scripts, but then maybe not (decisions decisions). Any advice appreciated.
Alan
If you want really nice looking stuff you’re going to want bone based models - I think this is where collada comes in though I don’t know much about it.