Exporting 3D Object For OpenGL

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Exporting 3D Object For OpenGL // Visitor Area

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Post by csuguy // Sep 10, 2008, 11:14pm

csuguy
Total Posts: 0
Hi all,


I was directed to this site by a professor of mine who said that trueSpace is a good free 3D Modeling Software. I need such a program because for my Software Engineering class - me and my group decided to develop a 3D pool game. This is my first time using OpenGL, Glut, and a 3D Modeling Software Application. I am very excited about this project and plan on continuing developing 3D games after this class.


However, before I put a whole bunch of time into the tutorials and the into modeling - I need to know if the objects I create in TrueSpace can easily be exported to files that can be read in with and used by C++ Glut. Would the skeletons made in the program be exported in the file too?


Please provide any good resources on the subject of using C++ OpenGL with whatever file format TrueSpace exports with. If there is more than one export type - what is the one you would recommend I use and why.


Thank you all,

Ryan

Post by Jack Edwards // Sep 11, 2008, 12:20am

Jack Edwards
Total Posts: 4062
pic
Collada export is XML based so you could write your own importer and it supports animations via bones. X format export also supports animation.

OBJ import is available through the legacy part of the application. But doesn't support animation.

I'm not familiar with GLUT and what formats is has native support for so I can't help you with specifics there. :o

Post by csuguy // Sep 11, 2008, 4:16am

csuguy
Total Posts: 0
Thank you. How about just OpenGL? Do you know if OpenGL supports one of the file formats?


Ryan


Collada export is XML based so you could write your own importer and it supports animations via bones. X format export also supports animation.


OBJ import is available through the legacy part of the application. But doesn't support animation.


I'm not familiar with GLUT and what formats is has native support for so I can't help you with specifics there. :o

Post by TomG // Sep 11, 2008, 6:28am

TomG
Total Posts: 3397
OpenGL is a rendering mechanism (a way of taking 3D geometry and displaying it on screen) and as such doesn't "load" 3D objects. Rather, the application calling the OpenGL rendering pipeline will load the objects, so what OpenGL will render depends on what particular application you are using and what it will load. The application then turns that object into a form necessary to pass to the OGL rendering pipeline (same applies with DirectX).


So it comes down to what engine you are using in your code and what format it supports. If you are writing directly in C++, then it depends on what import routines and libraries you have for C++.


Common formats are X, FBX, COLLADA, and OBJ. tS can export to X and COLLADA with skeletons, OBJ without skeletons, and not to FBX at all. Check and see if you have libraries for those in your C++, and that will tell you what you can load.


eg XNA is C#, it comes with routines to load X and FBX by default, and it displays using the DirectX rendering pipeline.


HTH!

Tom


PS - this means that OpenGl itself doesn't "support" any formats, since it is not something that loads models etc, it simply a set of standardized routines that code can pass information to, and then the routines pass that information to the graphics card to get it displayed on screen. The support for formats comes at the language level, and depends on what libraries you have bound in to your project.

Post by csuguy // Sep 11, 2008, 7:48am

csuguy
Total Posts: 0
Thank you very much for your informative reply. I was looking through the different formats online and I think I'm going to use Collada. It appears that you can dowload the Collada SDK for free - which is awesome.


Again, thank you very much!

Ryan


PS How do I register for this forum? I did the sign up thing when I downloaded the software - but it doesn't seem to want to let me login with that info for the forum, and I don't see a registration link...
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