open3mod - Open 3D Model Viewer

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fuzzy70

Came across this while searching for a 3D model viewer. Unlike a lot of the search results I got back this one is recent (updated in last couple of months), free open sourced & can export also. Opens a lot of diff formats as it's based on the Open Asset Import Library (assimp) as well.

Link http://www.open3mod.com/

Have fun

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

Looks quite complete...will add up to the packs here.
Thanks

mentalthink

Thanks fuzzy I go to download, I think for agree to my Library of software can be nice.
Thanks a lot !!!  :booze:

Hemlos

Quote from: fuzzy70 on 2014-Aug-26
Came across this while searching for a 3D model viewer. Unlike a lot of the search results I got back this one is recent (updated in last couple of months), free open sourced & can export also. Opens a lot of diff formats as it's based on the Open Asset Import Library (assimp) as well.

Cool thanks for sharing this.
And Its Virus free = "Installer-less version (ZIP, Windows 32 or 64 Bit) "

I checked it out...not enough time to test,
Have you tried to export the spider or something to .obj, convert with glbasic tool, and try to view it? Perhaps with AGOSA?


Bing ChatGpt is pretty smart :O

fuzzy70

I have not tried it yet with regards to converting an object & opening it up in GLBasic mainly because my attempts at 3d in GLBasic are, to be blunt, s**t.

However conversions I have tried & used in 3d packages all seem fine with normals etc being they way they should.

I may have another crack at 3d in GLBasic in the near future once I get my head around my issues.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

Hemlos

our converter is extraordinarily picky,
there seems to be no real 100% standard "format" for obj objects out on the internet
just sayin, might need to test this some time
Bing ChatGpt is pretty smart :O

erico

Our convertor definently dosen´t like OBJs exported from lightwave, but a quick load and save into Blender makes things fine, I wonder if it would be faster with this viewer instead of Blender.

fuzzy70

Strange as OBJ is a pretty simple file format & well documented.

I tend to use FBX over OBJ if possible in my 3d apps & tbh I haven't really given the glb tool a good play with, what the keyframe buttons are for & converting animated meshes is still a mystery to me. How to create an animated mesh & what file formats best is another thing also with regards to using it in GLBasic.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

FBX format does not go quite ok working here with different people and softwares, we tend to use DAE (collada) format as it seems to me the format that best carries things over. But it has been a while I haven´t checked FBX again.

fuzzy70

Ok I exported the spider to OBJ format from Open3mod & used the GLB tool to convert it to DDD.

Attached are 3 screenshots, 1st is object loaded into AGOSA without texture, 2nd is with texture, 3rd is the OBJ loaded into blender. You will notice that the 2nd screenshot in AGOSA has some gaps between the polys which are not present in the 1st screenshot. This I think is down to the texture as the exported object has 4 textures in total & I just picked one of them, will have a look at Open3mod to see if it's possible to export just a single texture.

With regards to loading the DDD into GLB I failed miserably & just got a blank screen, but I did mention earlier my issues with regards to that area  :D.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

What do you mean by gaps?
Is it those yellow marks on the middle screenshot?
If so, it is probably by a texture used in a projection manner instead of UVW.

fuzzy70

If you look close you'll notice a gap around the main top body part (as well as other areas). The 2nd pic has the vertices shown to make it show up more. If you look at the yellow symbol on the back of the spider & follow it towards the head on the right you will see it.

It is definitely the texture used as like I said it exported 4 in total & that yellow graphic should be at the rear only. However if there was just one texture for the entire model it would be fine as the 1st pic with no texture loaded doesn't have the gaps.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

I see the gaps now, really strange as they carry a black border usually set to polygon lines, so it really seems they are split, your are right.

fuzzy70

There is no way in the program to merge or bake the textures on export so that would have to he taken into account. Same thing would happen in any 3d app if there are multiple textures.

As far as I'm aware the ddd tool just converts the mesh only & multi texturing is not part of the command set in GLBasic from what I can work out. Probably could be achieved in OpenGL though but I don't know enough about that either lol.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

If the texture is a multi uvmap one, and there is no specific software thing going on, you could probably bake it with the likes of blender into a single texture.
That is, if you don´t have all sorts of effects going on those textures, like a texture for diffuse, a texture for specular, etc.