Animation export format

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
Valhalas
Posts: 5
Joined: Mon Mar 19, 2012 9:01 pm

Animation export format

Post by Valhalas »

Hello, I'm starting my video game project with irrlicht and at this point I need to choose what object export format to use.
I use Blender to create/edit models, attach textures and make animations. I mostly use bone animations for my characters, however I MAY need morph animations later on, not sure about that yet, so, I guess, for now I should choose from one of these:

B3D files (.b3d, r, skeleton)
Microsoft DirectX (.x, r) (binary & text, skeleton)
Milkshape (.ms3d, r, skeleton)

But witch one is the best? What are the differences between them? I want to be able to freely attach guns/accessories and so on to my animated characters. Maybe someone can give me a few pointers witch one I should choose and what should I expect or what problems I may run into? :)
CuteAlien
Admin
Posts: 9935
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: Animation export format

Post by CuteAlien »

You don't get around doing a few test-exports and trying those in the engine. B3d works generally good when you manage to get it exportet (I've recently read of the forum that supertuxracer has a new exporter for Blender+b3d). Which would work with bone-animations, but not morph animations (can't help about those, as I never have worked with those).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Post Reply