Choosing an animation file format

Need some help choosing an animation file format

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9 Replies - 1202 Views - Last Post: 20 March 2013 - 12:37 PM Rate Topic: -----

#1 RCQ Games  Icon User is offline

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Choosing an animation file format

Posted 20 March 2013 - 08:58 AM

Hey I need some help choosing an animation file format that's best for me for a game I'm making
I have heard of collada, md2 up to md5, .3ds but I could find any where which tells me the pros and cons so I couldn't make an informed choice

If you have any suggestions
Here is what I need is :
-holds 3d model & animation
-widely available exporters for modelling software to the given format
-bone / joint based animation
-bug free

Optional :
-written in ASCII so it is human readable
-also supports frame based animation(most would I presume)
-widely used so it has a knowledgeable community so I can find help at ease

What I plan to do in the next couple of months is make a program to convert the file format given here to something encrypted that only my team can access (just to make sure no one tampers with the files upon release)

Thanks to everyone who contributes :)/>
-RCQGames-

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#2 anonymous26  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 09:28 AM

Don't they all do what you want? How can anyone possibly offer you an 'informed choice' when nothing is known about your game engine and its proposed capabilities? It doesn't make sense.
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#3 RCQ Games  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 10:31 AM

The game is a strategy game.
My game engine is written in c++ and using DirectX 11 it is designed to run at 30 fps smoothly on Windows 7 we have it written it in such a way that implementing OpenGL is very simple which is planned for late this year so as to make it cross platform
It can load .obj files fine but that is not what we want as .obj does not support bone based animations.
Finding the right way to load animations is the last thing we need before it is playable and has a resemblance to the finished product.
The game will be distributed online so i need the file size to be low which i forgot to mention above
The polygon count will be not too high in most cases as most detail will be contained in normal maps. but i will have model with a very high polygon count for those that can handle it

My bad wasn't sure that would make a difference
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#4 anonymous26  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 10:36 AM

You know your game engine, this is something you need to discuss with you 'team' and finalize your requirements that way. Not seeing how things are implemented doesn't magically mean that any recommendations can be made. This is something you guys need to do. I know for sure you won't need the Collada approach because your game won't be advanced enough to warrant its use.
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#5 RCQ Games  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 11:23 AM

on a side note does the file format even make that much of a difference (this was brought up by one of the guys just there)
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#6 anonymous26  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 11:47 AM

Well they are clearly different formats. You normally have to look at how and what is used to store the data for your model, and also 3D space is interpreted for that format. You have a bit of research to do.
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#7 RCQ Games  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 12:06 PM

I wasn't clear enough at all in that post woops...I meant is it more how you tell your program to interpret it than the actual file itself
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#8 anonymous26  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 12:10 PM

It's not straightforward. What do you know about loading assets?
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#9 RCQ Games  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 12:33 PM

First load the file and read each line checking what it is eg vertex position , texture position
Do calculations to turn concave shapes into triangle correctly
Change all the coordinates to the relevant coordinate system
Make sure all the normals are facing outwards
then each model must be loaded into its own vertex and index buffer
Draw model
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#10 anonymous26  Icon User is offline

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Re: Choosing an animation file format

Posted 20 March 2013 - 12:37 PM

No that is not understanding it. Show me some code or you're wasting my time, don't have time lazy people.
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