I have a dream that displaying animation by myself(using opengl ) :). From what I know the best way is first building the model using some 3d software, then read it according to its format, at last draw it(what a good scene if I could do it!).
Now I have some knowledge about the bone animation. My question is which software or file format I should choose. I must be carefull because as you know to understand a file format and then read it is not a trivial thing
I know little thing:(. Quick 3’s file (.md3) supports bone animation. Is it ok? Later can I generate (.md3) file of my own’s?
First, I wonder how far this is related with gl. Anyway, that’s nice enough for me to try to answer your question.
If I remember well (as usual), Quake 3 uses some hybrid technologies, mixing keyframes with some bones. If that’s what you planed to do, then do some search on a network engine, there’s plenty information about this model.
But I don’t know which modeler can do some md3. I know some were able to do some md2. Try searching for that ‘3D export’ and so on.
I suggest Doom3´s MD5mesh/MD5anim file format. It is easy to read/understand and can be rendered quite straight forward. It is best suited for doing the skinning on the cpu.
The best and good reference is the book OpenGL Game Prrogramming. Study chapter 18: working with 3D models. It has explained the MD2 file with it’s details.
-Ehsan-
I suggest the microsoft X file format, simply because it’s got lots of commercial support.
There’s a recent article on gamedev about loading them without using any directX libraries, and is geared towards skeletal animation.
Here’s the link:- http://www.gamedev.net/reference/programming/features/xfilepc/
I know little thing:(. Quick 3’s file (.md3) supports bone animation.
no it doesnt
btw why are they called bones? i call them pivots, in body termnology surely joint is better than bone
Probably because the transform of a bone affects one group of vertices, whereas if you associated the transform with a joint it could be said to affect 2 groups of vertices. Just resolves the ambiguity when talking about skin transforms I guess.
Originally posted by Ehsan Kamrani:
[QB]The best and good reference is the book OpenGL Game Prrogramming. Study chapter 18: working with 3D models.QB]
OpenGL Game Programming? Is this full name?
I have Beginning OpenGL Game Programming. But it only have 13 chapters!
Can you point more detail about this book, please?
[quote]Originally posted by Ehsan Kamrani:
[QB]The best and good reference is the book OpenGL Game Prrogramming. Study chapter 18: working with 3D models.QB]
OpenGL Game Programming? Is this full name?
I have Beginning OpenGL Game Programming. But it only have 13 chapters!
Can you point more detail about this book, please?[/b][/QUOTE]There are many web pages treating of that: