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Re: OBJ importer (was Re: Once bitten...)

To: "REALbasic Games" <REALbasic-Games at lists dot realsoftware dot com>
Subject: Re: OBJ importer (was Re: Once bitten...)
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Wed, 25 Feb 2004 21:45:32 -0600
References: <200402250903386 dot SM00880 at lists dot realsoftware dot com> <4B4AD60C-67C8-11D8-84EF-000393CD62A8 at onetworedblue dot com> <522B14F5-67DC-11D8-AD46-0003933EA538 at si-co dot com> <a05300b3bbc62cd4b87a2 at [10 dot 10 dot 13 dot 3]> <5C57BB3F-680B-11D8-A7C6-0003933EA538 at si-co dot com>
At 10:25 PM -0500 2/25/04, Frank C wrote:

Frank, you rock.  Is your OBJ importer available anywhere?

At the moment I only use OBJ for collision hulls, so it only reads n-gons and vertices, but it won't be much of a stretch to limit it to triangles and add UV's and normals (and/or generate normals). Not sure I would bother with OBJ materials though, few 3D packages actually export them.

I think Meshwork does, though it's been a long time since I worked on that. But without materials, it's not much good as a model format, is it? Or are you thinking that the user would just load the model first, then give it one or more pictures to use as textures?

Also, if you combine your OBJ importer with Quesa Wrappers, it should be pretty trivial to make an OBJ->3DMF converter (since, once you have a TQ3GeometryObject, it's just a couple of calls to write this out to a text or binary 3DMF file). That would be a pretty popular utility!

That's pretty much the plan (though I think writing text 3DMFs is currently broken in Quesa).

I thought that was fixed? Well, binary is what most users would want anyway in a utility like this. (Meshwork generates text mainly because it was easier for me -- I generate it "by hand" -- and also because it serves as useful training material for people who want to see what's in a 3DMF file. I figure you can always use Anatas to convert to binary.)

Anyway, thanks for all your great work!

Cheers,
- Joe

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