crossposting; you replied while I was writting...
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For some reason it loads my very high poly models in the format of .obj but not in 3ds..
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*.3ds is an old format that i don't like, though it have a binary format that obj hasn't, maybe it's quicker on load, I dunno.
*.3ds does not support shared uvs (it does but breaks the mesh as a seam if it finds that)
does not support long names.
doe shave a 65k tris triangle limit.Perhaps u surpased it.
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Im not sure but does .obj format reatain animations?
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Nop.Dunno if initially there was support, as is common that specs of a format is not supported fully later on by packages, but none of the ones I have used, makes obj support it. In a word: no.
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These high poly models are my characters so they will be animated..
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It's an overkill even for Unreal latest engine (maybe no the nº 3

but depending on the future cards, of course

) even, to use such high count meshes,,,besides,if an artist need a characetr so high, he is not very good at optimizing...even for hi res rendering is better use displacement maps, as Max will die trying to move those wire frames in a complex animation.
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If not then ill go with my lower poly models and animate them and export them as .3ds
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Which count are u using?
I mean, hey. 3,500 tris is already a load to make super realistic models, if u know the stuff.
I'd say even stay at 2k limit if u really want to make a good playable game with an open source engine. Perhaps I'm staying too low, just that i feel usually comfortable at that count. Of course, if a coder gives me more, party time
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I didnt mess with the panda exporter much but does .x format work with animations too...?
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totally, but not with biped. There's a trick involved with fbx import export to convert biped to bones once u have ended doing all anims. But involves more possibilities of errrors. If ur non artist, can lead you to a nightmare.
Anyway, preferrable than learn animate with bones, as at the end is more complex.
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I gues what im getting at is this...
My character will most likely end up with only one texture anyway...
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usually better for engines.
Most kickass models I've see from great pros where using one texture, but anyway, today engines, and in a gam company, it's all up to what the coders provide. But in an indy game, ur alone in the dark, depending on formats an ddealing problems with hacks.
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I thouht that only 3ds files would work with multiple textures so if im only
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I think x file sare not too friendly with mor ethan one mesh or more than one texture.Anyway, I am too used to force my self to one:one, as is usually required for performance and othe reasons....The fewer nº of textures and meshes, the better perfromance...but don't achive this increasing crazily texture size or mesh count, or it will somewhat kill performance also.
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going to use one texture then if all of the formats will retain there animation
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cal3d and x, for now, in irrlicth. For a no organic animation (or an organic one if u don't care bad meat bending) , milkshape ascii format. Robots,mechs, machines, articualted, cars, ideally for this format and ms3d software(which has no weights support).
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data then it really dosnt matter what format I use then yes no..?
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obj or 3ds are static. 3ds supported keyframe data animation but..well forget it, is of no use, mainly.No use in characters.