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Re: modeler...

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: modeler...
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Tue, 24 May 2005 11:17:19 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <50CA2ED3-2045-4195-9538-43BBD0C44F35 at tallent dot com>
At 10:58 AM -0500 5/24/05, Stephen Tallent wrote:

My primary platform that I will be developing on is win32, and while own several modeling apps, of course none support 3DMF. Googling for days hasn't turned up any reasonable options for win32 tools for converting from any of the major formats to 3DMF. My only option currently appears to be to export from my win32 modeler and move it over to my ancient and slow mac to do the conversion and then move it back.

Another alternative would be to write your own converter, or collaborate with others.

This is a recurring problem and is only going to get bigger as more Windows and Linux users get into the game. Quite some time ago, I started a 3D model converter app, but I'm sorry to say I didn't get very far with it before getting distracted by other things. I'd be happy to donate it as a starting-point, such as it is.

Or, instead of trying to write a general converter, a much easier task would be to write one specific to your needs. Survey the file formats your preferred modeling tools can export. Find one that has all the information you need (some formats will drop UV coordinates, for example), and yet is fairly simple and easy to parse, at least in your usage of it (many formats -- like 3DMF -- are 900-pound gorillas that support a lot more stuff than you probably use; you only care about the subset you're using). Write code to parse this data, and produce an in-memory description of the model.

Then, once you have that, we can discuss how to either export it as 3DMF, or just generate Object3Ds on the fly so you can use those models directly.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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