Frankly speaking Tile's answer is so stupid and his manner so disagreable that he does not deserve even an answer even though I agree with him up to a certain extent
For the others who maybe intersted in this topic , I just quote from Unity manual
quote
Modeling Optimized Characters
Your character should use only a single Skinned Mesh
You also want to keep the number of Materials on that Mesh as low as possible
we strongly recommend you use around 30 bones per character.
Anything between 500-6000 triangles is reasonable
Seperate out IK and FK
unquote
As you can see ,despite the progress of hardware , the specifications for real time charactes are still quite low
Different story for movies whereas animators can afford the luxury to use models made of thousands tris and hundreds bones not to mention the possibility to export the whole scene
Max,Maya, Cinema4d etc mainly target this market segment
They can be used also for games, of course, but they are redundant for this application
If you you vist tthe sites of other engine you can see yourself how many people are complaining about Input \ ouput from these advanced packages
There is a reason, I suppose
The explanation is, in my opinion, that these file format are extremely complex but as I already said, redundant for our use
If someone has a better explanation. please let me know
Getting back to Game Core I just wanted to inform the other members that this is the only modern engine which support also an old fashion but reliable format such as MilkShape even though the main choice is FBX also for Game Core
This was a wise decision, in may opinion
Even though FBX is the future , it still gives many problems nowadays
In conclusion Game Core ( and 3DGS ) offer an advantage, big or small it might be, over the competitor
Last edited by AlbertoT; 05/02/09 10:23.