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modeling, animating need urgent help

Posted: Fri Oct 08, 2004 6:34 pm
by rensole
Hi everyone look i wanted to know eum how can i export models to a format that can be used for the engine i heard obj and 3ds where options but how do i add the animations to them

Posted: Fri Oct 08, 2004 8:12 pm
by arras
this is wrong forum to ask. Better would be Beginners Help or Open Discussion.

Anyway, to add animation you have to use your animation program or modeling program if it suport creating animations.

CharacterFX or Milkshape would do the job if you dont have something more addvanced (and more expensive)

I think that Truespace 3.2 can make animations too and it's totaly free.

I am not using 3ds format but I think it doesn't suport animations. I recommend you to use .x format instead.

Posted: Fri Oct 08, 2004 8:41 pm
by Syphonix
Is .x crossplatform?

Posted: Fri Oct 08, 2004 8:54 pm
by Dogs
Hmm says beginners help forum on my end...?

Posted: Fri Oct 08, 2004 10:19 pm
by vermeer
yep, is beguiners, he can ask here.

It depends on your package.

Most allow to export in *,3ds or *.obj format. But that's only for rooms, terrains... :levels. And/or static objects.

*.x will suit for animations.

But anyway, the whole animation thing is very complex...

I'd also add blender(free) to that list. In case you know deeply how to handle it .

Character Fx costs 15$ and is easier to learn than blender.

somehow, at the end you can do more advanced animations with Blender.

Milkshape does not have weights to make joint bendings smooth...good for robots, and other rmechanical rigs, though...


in theory, you could also use md3 for animations...there's an user made md3 loader. Specially adviced if you're expert with Gmax and its bones.

Posted: Fri Oct 08, 2004 10:22 pm
by vermeer
truespace 3.2 wont allow bones and weights, only static objects.

Posted: Sat Oct 09, 2004 12:07 am
by Acki
vermeer wrote:yep, is beguiners, he can ask here.
Well, but for Irrlicht not for modelling... :?

Posted: Sat Oct 09, 2004 2:47 pm
by arras
Originaly this post was in FAQs, Howtos, and tool lists

Syphonix >> x stays for DirectX format and it should be cross platform. But myself I have no experience of using it on diferent platforms so I am not sure 100%.
At the end I dont think its important when you use it with Irrlicht since Irrlicht is cross platform.

Acki>> thats true. I think that it would be useful to have separate forum for discusing modeling and animation. Do you agree? If more people here think it would be good idea, we might ask niko to open it.

Posted: Sun Oct 10, 2004 2:05 am
by Acki
@Arras: I think this is be a preatty good idear... :wink:

Posted: Sun Oct 10, 2004 12:24 pm
by Electron
Irrlicht does not use the DirectX built in loader for .x files. Niko has built his own loader (not an easy task for .x files) . Therefore the .x file should behave exactly the same even on platforms without DX.

Posted: Sun Oct 10, 2004 12:56 pm
by vermeer
"Well, but for Irrlicht not for modelling..."

Then I'll leave u all in the darkness of programmer-art making, mwahahahaa...


/Joke