I have no Skills , no Time and iam a super Moron so iam offer the Man who make
a usefull version from
Openb3d for IOS or Android or WEBOS
100 Euro
if anyone also in interesst so jump in with a few Bucks.
Whats wrong with using GLBasic's 3D system !?
Use that and it'll save you money!
Yes Glbasic, only need a few things for make awesome things in 3D... specular, more parameters in lights, and Shaders, nothing more, and I thinnk this will be done in some time near future.
Speed, it´s awesome, and the simply of coding it´s awesoming too.
+1 for GLBasics 3D
Beeing not tied to and Entitysystem is an advantage in my opinion!
But ok, not what you asked for...
I'm really happy with 2D possibilities of GLBasic and I didn't played with 3D commands yet so I'm not sure about all features but can I use skinned meshes/skeletal animation in GLBasic? I found on the forum a few topics about problems with that and it seems that the main problem is that GLBasic doesn't support any good 3d file format.
Could someone clarify that?
I have already stated that I will be giving this a go once I have my grubby hands on the Win32 iOS compiler the was mentioned in this post...
http://www.glbasic.com/forum/index.php?topic=6809.msg55027#msg55027
No need to pay. ;)
HI Mikele the great trouble of ski nnig meshes in this case, it´s about the exporter, for me the better exporter from a 3d suite (3ds Max ) to Glbasic, it´s the exporter of Vladimir, you can use any skined meshes using Character Studio or CAT (antoher toolkit caharcter animation into 3ds max), in blender it´s a little more complex because you have to do the animation whit bones (I don´t know if Blender have a charactre toolkit), and you have to do the animation whit bones.
The format .ddd it´s very good and in some cases .dda it´s really more little than the other, how i sayed, I think fault something like shaders, and more thing for lighting, but whit the other commands, you can make very good things. Another question will be , we have got a physics in 3D, yes we have Newton but unafortunally don´t works in system that´s not are windows... but well at this momment I think GLBASIC it´s a good option for 3D, better than Unity looking from the easy of use, and of Course for the money.
I used Unity for a while , and I have better results in minus time and whit a too much minus money... and well it´s more fun!!!
PhysX SDK for Android(binary form) has been released, rumours have it that an iOS set of static libs is in the works too.
Quote from: mentalthink on 2011-Nov-07
HI Mikele the great trouble of ski nnig meshes in this case, it´s about the exporter, for me the better exporter from a 3d suite (3ds Max ) to Glbasic, it´s the exporter of Vladimir, you can use any skined meshes using Character Studio or CAT (antoher toolkit caharcter animation into 3ds max), in blender it´s a little more complex because you have to do the animation whit bones (I don´t know if Blender have a charactre toolkit), and you have to do the animation whit bones.
The format .ddd it´s very good and in some cases .dda it´s really more little than the other, how i sayed, I think fault something like shaders, and more thing for lighting, but whit the other commands, you can make very good things. Another question will be , we have got a physics in 3D, yes we have Newton but unafortunally don´t works in system that´s not are windows... but well at this momment I think GLBASIC it´s a good option for 3D, better than Unity looking from the easy of use, and of Course for the money.
I used Unity for a while , and I have better results in minus time and whit a too much minus money... and well it´s more fun!!!
Thank you for the explanation. It looks like all most important things can be imported by .ddd then. Unfortunately I'm Maya/Cinema4d user so I don't have an exporter but Blender is an option. Currently I'm working on 2D things with GLB but I'm 3D artist for years so I will try to do sth in 3D. Thank you.
Mikele, i'm not sure if the .x format supports skinning etc as thats a format the GLB 3d tool can import. There is a page talking about exporting .x files from Cinema4D & maya at http://vvvv.org/documentation/howto-prepare-x-files (http://vvvv.org/documentation/howto-prepare-x-files) that may be of use to you.
Same with .md2 files http://groups.google.com/group/junaio-developer/browse_thread/thread/e2063687c1593157?pli=1 (http://groups.google.com/group/junaio-developer/browse_thread/thread/e2063687c1593157?pli=1). Again not sure if skinning is part of the md2 format.
Perhaps someone from the forum can say what the best format is to load into the convert3d tool?
I am the same as you in that I am working on 2D things, but writing 3D games is something that is no interest to me even though I am a Cinema4d & lightwave user.
Lee
Hey fuzzy70. Good suggestion. To be honest I hate .x format ;). I had many problems with animations exported as .x. AFAIK MD2 is based on animated vertex but this could be the easiest way to make animated characters in GLB. Thank you for the links. The best option would be to have native FBX or Collada importer in GLB :). I like 2D very much but I'm just curious what I could do in 3D GLbasic ::).
I dont know, if its the best format, but always use .obj to convert into .ddd, maybe you could try that?
QuoteThank you for the explanation. It looks like all most important things can be imported by .ddd then. Unfortunately I'm Maya/Cinema4d user so I don't have an exporter but Blender is an option. Currently I'm working on 2D things with GLB but I'm 3D artist for years so I will try to do sth in 3D. Thank you.
Ok, Mikele, if you use Maya, you can import to 3DS max in FBX and after use 3ds max for export to Glbasic, I think .FBX of Autodesk it´s very compatible between XSI, MudBox and the other 2, about Cinema it´s the great leak, because it´s for me the better soft, and very very easy to use, and well Body paint... no words.
Fuzzy you all rigth about export .x meshes, but I try a lot of times without succes, always when I "compiled" the mesh in the 3D converter tell me an Error, somtime ago, I goes crazy whit Max and Panda exproter, I try infinity of choices and never works, and in Cinema it´s the same, I think in Cinema perhaps not it´s too much complex make an exporter, becuase can be write in Python, perhpas it´s similar to Blender, but it´s a hard work, read the SDK of C4d.
Dont´t forget collada .dae export. It seem to me as the best currently interchangeable format between 3d programs.
I tried a pipeline from lightwave to blender to .DDD(glbasic converter) Collada showed best results.
I could be wrong thought...
Quote from: kanonet on 2011-Nov-09
I dont know, if its the best format, but always use .obj to convert into .ddd, maybe you could try that?
No problem with static meshes but you can't export animations with .obj.
Collada is a good option - it's xml-like format so we could write own importer but it looks like .dda format doesn't support bones so we have to bake sequences but it takes much more memory, it's not that comfortable as bone animating and I'm not sure how to blend animations - there's no commands regarding that in GLB
Is the file spec for .dda & .ddd available. I have had a look with no joy but then again I am not feeling to well at the moment :sick:
Lee
This threads getting pretty off topic now, maybe you should start a new one?