Information about 3D Data Formats
category: general [glöplog]
Which is maybe a good and easy to read format for 3D models and where can I find informations/tutorials about the format. ( no www.wotsit.org pls )
1. raw polygons without texture
2. polygons with texture without animation
3. polygons with texture and animation
1. raw polygons without texture
2. polygons with texture without animation
3. polygons with texture and animation
I don't think there's an easy to use format that does all that. You could make your own.
3DS is probably the closest you'll come, but it's not exactly easy.
3DS is probably the closest you'll come, but it's not exactly easy.
not one format ;) But one format for raw polygons without texture, one for polygons with texture without animation and ...
for the third, i think, md2 or md3 isn't so bad, but maybe not the best
I agree with laserbeams: make your own format.
maybe the easiest way to you is to export some .ase file from 3DS (or .3ds, reading some chunks is not so hard), and code a little application who takes some informations from it (VertexList, ArrayList, CoordList, NormalList, KeyList...) to write in your own raw data format.
or code a 3DS plug-in...
maybe the easiest way to you is to export some .ase file from 3DS (or .3ds, reading some chunks is not so hard), and code a little application who takes some informations from it (VertexList, ArrayList, CoordList, NormalList, KeyList...) to write in your own raw data format.
or code a 3DS plug-in...
Yep. Making a 3D model format isn't all that hard, you just have to find someway to get data into it reliably and accurately.
The most important part, though, is organization.
The most important part, though, is organization.
Just because no one has mentioned this yet..
You might want to make two model formats - a working version (non-realtime), and a final version (realtime).
The working version should include all data that could possibly be useful, with practically no attempt to make it either size-efficient or to make the loading efficient... and the final version can be binary and can be loaded somewhat more efficiently.
A lot of people won't bother.. and maybe if you're only doing a couple small projects or so, you won't want to bother with the final format... and might just want to compromise between the two formats... but whatever :)
You might want to make two model formats - a working version (non-realtime), and a final version (realtime).
The working version should include all data that could possibly be useful, with practically no attempt to make it either size-efficient or to make the loading efficient... and the final version can be binary and can be loaded somewhat more efficiently.
A lot of people won't bother.. and maybe if you're only doing a couple small projects or so, you won't want to bother with the final format... and might just want to compromise between the two formats... but whatever :)
For the working version, I'd recommend making it all ASCII.. and to make it easily extensible, simply by adding blocks that can be either ignored automatically, or added into the parsing code.
hehe .. well before writing a 3d format of his own he should have a look at different formats to get ideas imo.. Since there is many different sullotions and many good things with different exporters .. Making lots of crapy engines for different formats often makes you think "why not make like this and this instead?" and then after a while you usually end up with a good format and exporter .. or so.. also the format shouldnt argue to much with the 3d model program you intend to export from.. or you will end up with an own 3d model program wich might be harder than making an engine for every format there is out there ;-)
X3D is a nice and easy format to use, but like any other webalized standards not set by the industry - it's not used :-) (hello vrml).
thx stefan, jo know what i want.
Thx to macaw. for what it is the best? hm, information on www.web3d.org
Thx to macaw. for what it is the best? hm, information on www.web3d.org
http://lib3ds.sourceforge.net/