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View Full Version : Is glTF 2.0 a good format?



glDan
11-05-2017, 01:46 PM
We are working right now with a custom model format, since we can't find any that fits what we need.

What we are looking for is a model format that has the capability to define a point on the model as a "connector".

The "connector" would be the point parts of the models can fit together, or, if it is a weapon of some kind it would be the point where the ballistic model / laser effect comes out.
For example, you have a body, a turret, and wheels. The body would have a connector to where the turret should mount, and another connector for where the wheels should mount. The turret would had another connector on it, to tell us where the animation of it firing should be coming out of.

Since this is a custom format, it is rather difficult to get new people to make new models, since we don't really have tools for all this, and we were thinking to change the format to glTF, then people can use blender to make the models with the requirements that we need.


p.s, didn't really know where to post this, I do really see any glTF forums anywhere on this site or on Khrono's site.

Alfonse Reinheart
11-05-2017, 04:19 PM
We are working right now with a custom model format, since we can't find any that fits what we need.

What we are looking for is a model format that has the capability to define a point on the model as a "connector".

You're making an entire custom model format... just so that you can have a bone? Because that's all it is: a specific transform matrix (objects bound to one another should be able to be oriented as well as positioned), relative to the character.

I'm pretty sure most model formats worth using (FYI: `obj` is not a format worth using) have bones in them. From there, it's simply a matter of having a naming convention, so that you can pick out which bone represents what location you want to attach things to.


Since this is a custom format, it is rather difficult to get new people to make new models, since we don't really have tools for all this

You should avoid trying to write an exporter for your format. Instead, you should be writing a converter from a more generic format (Collada, FBX, something that stores essentially the entire scene) to your specific one. That will allow you to get models from "new people" by having them use the more generic format.

Granted, they'll still have to adhere to your naming conventions. But that's no different from having them adhere to any other conventions you might need.