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Re: GameCore 2.0 release
[Re: ventilator]
#263880
05/02/09 20:49
05/02/09 20:49
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Joined: Apr 2008
Posts: 2,488
ratchet
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Expert
Joined: Apr 2008
Posts: 2,488
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Well in fact i didn't want to say the native format of blender. Well, each engine should have a dedicated plugin for some 3D formats and extract only the essential informations. but yes the problem is that FBX format export from 3DSMAX is perhaps not the same as Blender export FBX Format or another. For example : Ventilator have been able to create a export plugin for Blender to MDL A7. If Unity would give him the Unity Format , prhaps he could write a plugin for Unity. Well : The idea is that teams could pay externals people to xwrite specific plugins for some popular modelers to the engine Caus for Unity for example you could have two plugins : plugin 3DSMAX : 3DSMAX->FBX for Unity plugin Blender: Blender-FBX for Unity
Last edited by ratchet; 05/02/09 20:54.
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263884
05/02/09 20:58
05/02/09 20:58
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Bay City, MI
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With FBX you get that and cameras, lights, multiple UVs (if they are used) and more ... I suppose it could be a pain.
Agreed , it is what I have been repearing and repeating Gone are the days of simply using the extremely limited 3DS file format.
This is an interesting question On one hand I have had a lot of issues with FBX on the other hand I suppose that FBX should have some advantage over the simple file formats, for the simple reason that all the modern engines are supporting it ( or Collada ) But what ? Ok, 3ds is a very obsolete file , it does not support skeleton animation but if you look at the Unity recomendation for character animated file ( see my previous post) I dont see any reason for not using , for example , MilkShape So the question is, what can I expect from FBX ( assuming it is bug free ) which I can not get from a simple game oriented file format ? i havent read past this point, but ineeded to say something here. you keep "repearing and repeating" that this is the problem (extra info in the file) but what happens when you use the milkshape file and you need the extra uv set. ok, so now you decide, Ill just make a secondary copy, re_uv, write code to take one uv set from one file and its material, and all the rest of the info comes from the other file. Ok all fixed... wait, no now you need weighted vertices, which im not sure you can do in milkshape. so now you go out, get another package and still end up using fbx. There is an inbetween for all of this. If you dont need extra UV's and you dont need weighted vertices, then use milkshape or something else. but just because you dont use them, doesnt mean fbx cant be used for "indie games" because i use it on a daily basis, it just needs you dont need it, and and that your not willing to put the time into finding a pipeline that works (admittedly difficult, and if its not needed, then there is no point in putting the work in.)
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263889
05/02/09 21:31
05/02/09 21:31
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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So, if I understood well. you can create your scene in your favourite application, without using the built in Game editor However as far as the animation of characters is concerned there is no any advantage Only the bugs Am I right ? No. Whatever advantages the file format would have would depend on the application importing the file. If an application used bones, then FBX would have them there for the application to use. If you visit Unity site you can see that also Blender gives problem , probably for the same reasons as FBX It is a bloated file format None of the native file formats (.max, .lxo, .ma, etc) are bloated, per se. They are just right for their own applications because they carry all the data that their application needs. However, that data may not be usable by another application and, as such, it is not needed. So, from the perspective of the application that is doing the importing, it could be considered bloated (i.e. carrying data it cannot use), but it would not be from the perspective of the native application itself (i.e. the .max file format in relation to 3DS MAX).
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Re: GameCore 2.0 release
[Re: Dan Silverman]
#263890
05/02/09 21:35
05/02/09 21:35
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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So, if I understood well. you can create your scene in your favourite application, without using the built in Game editor However as far as the animation of characters is concerned there is no any advantage I previously used the example of creating and exporting a scene using FBX, but that is not the only thing you can do with it. In other words, FBX is not limited to exporting levels and environments. You can certainly create an fully animated character via FBX in order to import it into another application. Because FBX is not limited like 3DS or OBJ then you can do a lot with it. Perhaps the animated character model has more than one UV map, has a diffuse channel texture, a normal map texture, a bump map texture and a specular map texture. With FBX you could export out this model with all the animations as well as all the UV maps and all the separate textures.
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Re: GameCore 2.0 release
[Re: ratchet]
#263896
05/02/09 22:24
05/02/09 22:24
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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Well I am not definetly a graphic expert but honestly what rachet said it is what I thought A game oriented file format should supply the essential data only, the rest is up to the engine
Last edited by AlbertoT; 05/02/09 22:26.
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263900
05/02/09 23:32
05/02/09 23:32
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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However, many games have different requirements depending on what they support. So one game file format would not work.
What if I wanted/needed my model to have more than two UV maps? Perhaps I needed one for the diffuse channel, one for the normal map and one for the bump map? It is not likely, but it can happen. If the game file format does not support it, then I cannot do what I need.
FBX is a good, all-around file format that can be used for a variety of applications and a variety of reasons. What needs to happen is the developers that want to use FBX simply need to make sure it imports what they want correctly and then to instruct their users what to avoid, if anything, when exporting/importing via FBX.
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