display 3D max scene with OpenGL using Irrlicht

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Yohanna
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display 3D max scene with OpenGL using Irrlicht

Post by Yohanna »

Hello

I found this engine online and I hope it will help me in my task. but I am still trying to discover it.

I need to display a scene created in 3D max with the API OpenGL. when I export the scene from 3D Max to a file such as MD2, I can export and display in OpenGL only one object not the whole scene with all its objects.

can anyone advice me about how to export an entire static scene from 3D max and display it in OpenGL with all its objects at once using Irrlicht engine if this is possible at all?
is it possible to read a file of a multi-object scene exported from 3D max and display it with OpenGL using Irrlicht classes?

thanking you very much in advance
kaliber
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Post by kaliber »

have you try export to 3DS format ?
lazerblade
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Post by lazerblade »

I think it quite likely that you're not exporting all the objects from 3DS max.
Try importing them after you've exported them and see if you get the same
result.
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Yohanna
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Post by Yohanna »

kaliber wrote:have you try export to 3DS format ?
thanks for reply
I will try to export to 3ds format on Monday, 3D max is not available at the moment. if the scene was successfully exported with all the objects, how can I use the resulting 3ds file to display the scene in opengl using Irrlicht? I mean what is the next step. sorry for this question but I am newbe to Irrlicht and can not see the forest for the tree!
Yohanna
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Post by Yohanna »

lazerblade wrote:I think it quite likely that you're not exporting all the objects from 3DS max.
Try importing them after you've exported them and see if you get the same
result.
thank you for reply

I used to export to MD2 and OBJ format from 3D max simply by selecting the scene and using the export option. do I miss anything in the exporting process? I export to OBJ then import it in Blender and export it again to MD2 file because 3D max has no MD2 plug-in. when I import from Blender I can import only one object at a time. actually I am using MD2 because I have only the MD2 loader. If I can use any other format, load and display the scene as it is with all details and animation, that would be fantastic. I am using MD2 because I dont have an alternative loader and hopefully Irrlicht will solve my problem
kaliber
Posts: 117
Joined: Sat Jan 17, 2009 12:51 pm

Post by kaliber »

Yohanna wrote:
kaliber wrote:have you try export to 3DS format ?
thanks for reply
I will try to export to 3ds format on Monday, 3D max is not available at the moment. if the scene was successfully exported with all the objects, how can I use the resulting 3ds file to display the scene in opengl using Irrlicht? I mean what is the next step. sorry for this question but I am newbe to Irrlicht and can not see the forest for the tree!
read the Example 01.
hybrid
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Post by hybrid »

Don't use md2, it's outdated and should only be used with poorly animated quake models. If you get .obj then stay with that. Simply load the .obj mesh into Irrlicht. Most examples show how to load meshes. Format is irrelevant, as long as it's supported by Irrlicht.
You won't get a scene, though, but only a huge object. This object might consists of many subobjects. But a scene, which is a composition of independent objects, is not achievable that way. You'd need to export to Collada for that purpose.
bigbman
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Post by bigbman »

Does irrlicht support Collada scene graphs?
christianclavet
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Post by christianclavet »

Hybrid, you mean that we could use the collada format to load a scene into Irrlicht? It will load objects as nodes?! I know that there was talking about scene loaders... Some work have been done already with the Collada format?!
hybrid
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Post by hybrid »

No, the collada loader did that from the beginning. It returns a dummy node, all other objects are put into the scene as separate objects.
Yohanna
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Post by Yohanna »

thank you all for help

I would try to use the loader of Irrlicht to load collada files to my VC++ program and display it with OpenGL, using for example the function getMesh(). and then I would use OpenGL to modify the scene.

my questionbs are: is there a collada loader in Irrlicht to be used separately in another program using getMesh()? which files I need to change to modify the OpenGL scene in Irrlicht such as the light, projection, view port, view window, size, rotation, scene parameters ect..?

thank you in advance
hybrid
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Post by hybrid »

This sounds pretty silly, sorry. If you use Irrlicht just for loading the geometry, but do the rest manually, why not directly use OpenCollada and get rid of whole Irrlicht?
Yohanna
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Post by Yohanna »

thanks Hybrid

I just like to be familiar with Irrlicht and use its features. at any case, OpenCollada will be very useful, I have never heard about it, I will search for it.
thanks for informing me
Yohanna
Posts: 25
Joined: Sat Dec 11, 2010 2:12 am

Post by Yohanna »

OpenCollada looks a plug-in for Max and Maya, is that mean that it opens Collada files to be available to display in Max?
I need to open Collada files and display them with OpenGL not in Max. The geometry and the scene should be available for VC++ to be displayed with GL.

any idea ?
hybrid
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Post by hybrid »

The plug-ins are part of OpenCollada. They do open collada files and provide the integration into the loader mechanism of the tools. You can use the OpenCollada SDK to load collada files and access the geometry and other information.
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