You can use md2, x, 3ds, most things. Apparently blender is good, the gui takes a bit of learning though. Most 3d editors would export to a supported format.
ummmm, all you do in the code is put .3ds .x .obj or w/e file type the model is, i wouldnt recommend md2, cuz Md2 supports 4096 triangles! Thats not alot if you want halo-graphics! That would give you about Quake 1 or 2 graphics... just save your model as 3ds or w/e and in the code put .3ds insted of .md2, all of the examples r .md2 cuz niko didnt want the sdk 2 b a huge download, so he used the smallest possilbe! I hope that helps...
md2 is used for its animated model capabilities. But it's morph and not skeletal-based.
3ds has got no model animation so it's better off for still things. They say .X is the appropiate format to get animated meshes into Irrlicht; it's a "modern" format, compatible with Irrlicht, allows higher polycount and it's skeletal-based animation. Althought so far I haven't seen any app using X animated characters (dunno if Vermeer's dwarf that comes with the model viewer is an animated X file; gotta ask him).
Last edited by afecelis on Sun Jan 16, 2005 1:27 pm, edited 1 time in total.
It's an x file I provided Niko as a sample more when he was making the loading of x files for Irrlicht.
I'd say use x. But no surprise at all...that's practically my only conversation theme here: "use x files" XD XD
The dwarf is a terribly bad model, though, bu at the momemnt, I had no other animation in that format, due to also, I don't do so much animations, usually. Well, lately yes, lately I only do that, practically.
That dwarf was exported with Character Fx (15$). It exports most usual formats. x, md2, and with export of 3ds and obj per-frame meshes, I have been able to compile an md3 using Npherno MD3 compiler, an old freebie. Very good indeed. Only u need to care about hiding uv seams in not seen places, or u'll have smoothing seams everywhere. That with md2 , 3ds, and md3 only. As been said, *.3ds has no deformation or skeletal animation. Is only good for rotat/move full object animation, and only for the softwares that allow exporting keydata in 3ds format, which are very few.
In my own order of preference.
-XSI exports x bone-weighted full animated characters. is the kickass solution.
-Blender has mainly ll u need, but u really need to master a quite hard to learn interface. Those saying is easy, is cause they've been a year with it, and what is funny, many which say that, go the traditional route: first learn modelling, then materials, then UV...most don't reach the point of learning well character animation, reason why majority is not demanding animation features. I already had a load of free and purchased modellers (can model, uv map and texture fully with free tools, or fully with comercial ones, I usually mix, for go quicker) , so , I jumped directly to animate. I can tell u though, if u used a load of packages, learning Blender is no big issue. With loads of patient, anyway, you can do a lot with Blender.
It exports x files: I use Jox exporter instead of the original one. The other also works, though.
It has a very complex way to fix, plant a foot in floor or wall, etc, when u wanna prevent it moving...and often not very accurate.
It has no possibility of restrictions per axe, and the IK guess it makes is no good. Again, though, stuff can be technically done. With loads more of pain than animating characters in tools like Max, or XSI(better).
-Character Fx... easy. The easiest. Powerful. No joint pinning. Not even a way to fake that foot staying steady. no way. Only u can reposition whole body till the foot matches more or less the same position in several keyframes, so, sliding and sinking will happen, even slightly. A pain. yet though, lots of indies don't care much a bout this...
It has a great native directx 8 exporter.
The dwarf was animated and exported with it. It was though for a dirty and quick md2, so it has a keyframe per frame , which is bad for memory usage in an skeletal format, but as was gonna be an md2, I originally didn't care: u should not make an x file that way.
-Ultimate Unwrap(is not an animator, but support animation conversions). Allows you to import the x animations, ecit the model in uv maps and some geometry fixing, and export again as X. Like MS Mview, it outputs x files that can be read by irrlicht, as jedive told me he tested some x basic files with bone and weights anim that I sent him.
I have been noticed too many times that x files work in irrlicht, only often the final exports needs to be resaved in the freeware Windows tool called Mview, provided in MS dx SDK, or in Bal's site, check my sig, in tools sticky...
wow, THANKS! that helps out ALOT. i'm gonna use .x now i have blender, and i've tryed max... but its takes SOOO LOOONG to do things in max, and it takes seconds when i'm using blender! - most likely the hotkeys! also, max is a long load, and a huge file on your computer. character fx sounds awesome, for only 15 bux!? after i post this im checking it out l8r, thanks!