import different formats?

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Juli

import different formats?

Post by Juli »

Hello

It seems that Irrlicht can import many different types of format, 3ds, obj, etc,,,, what are the pros and con with the different types of format?

Is one faster than the other? Where can I find more information about it?
Frazz1080
Posts: 41
Joined: Fri Nov 18, 2005 3:09 am

Post by Frazz1080 »

3ds, obj, my3d, octree = all eqal static meshes. While 3ds supports non-bone animation, Irrlicht itself does not support that.
x, md2, ms3d = animated meshes complete with Bones and animations on a timeline. You can find more detailed information in the Irrlicht manual under ISceneManager, toward the bottom.
luckymutt
Posts: 453
Joined: Sun Mar 06, 2005 11:56 pm
Location: C-Ville

Post by luckymutt »

As far as one being faster than another, I am not sure...I don't think there is that much of a speed difference once the mesh is loaded.

I think that mostly the pros and cons are about two things:

1. animation or not
some formats, like *.3ds do not support animation, while others like *.X do
at the same time, *.X files will be placed at the world's centert, whereas *3ds meshes will retain their world-space coordinates
(you'll have to search around and read up a bit for what all the other formats can provide)

2. your preference
Niko (et al) did a great job to make sure that Irrlicht can import many formats to account for the many modelling packages out there

whether or not one is any better than another is open for debate, I guess.
Personally, I am looking into the Collada format more and more - it seems that there is a growing interest to make it a game-format standard (at least that is one of the ideas behind it)
However, there may be some import/export issues with it at this time.
They have only just recently released the exporter for 3dsMax, so I am just now checking it out.
juli

Thank you so much

Post by juli »

Frazz1080 wrote:3ds, obj, my3d, octree = all eqal static meshes. While 3ds supports non-bone animation, Irrlicht itself does not support that.
x, md2, ms3d = animated meshes complete with Bones and animations on a timeline. You can find more detailed information in the Irrlicht manual under ISceneManager, toward the bottom.
Hello
Thank you so much, but I don't understand what you mean by animated meshes? Does that mean when I load it into Irrlicht, the animation automatically plays in a repeat? If so animated mesh is probably a better idea that way i don't have to port them frame by frame
luckymutt
Posts: 453
Joined: Sun Mar 06, 2005 11:56 pm
Location: C-Ville

Post by luckymutt »

You need to create your mesh with animations by keyframes with bones.
Then you just import that mesh.
When you want your animation to play, you just call up the first and last key frame you want it to play.
you'll do this with setFrameLoop() and the others found in the "virtual void irr::scene::IAnimatedMeshSceneNode" class
see the API here
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