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Vampire
Squire

15 Posts

Posted - Aug 10 2005 :  03:09:24 AM  Show Profile  Visit Vampire's Homepage  Reply with Quote
Here is a - i guess, common - problem.
How can be used a model in D3D 8 that changes it's shape by bones (a character) and which format is the best, or at least near enough.
Can someone come up with some ideas, tutorials, examples, source codes or something that could help me take a decision about a model format and make it work?

Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 10 2005 :  12:08:42 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
The best approach is to create your own format. It's not easy, but you'll learn a lot.

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Vampire
Squire

15 Posts

Posted - Aug 10 2005 :  11:55:10 PM  Show Profile  Visit Vampire's Homepage  Reply with Quote
OK. Let's say, I manage to create my caracter's mesh. The big problem is, how can I transform it with bones?
I wanted to use an existing format that already has loading, rendering and animating procedures. I want to make a game, not an engine, so I think, it's better to use an existing format for the game's development time... Don't know what to do...
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 11 2005 :  10:23:12 AM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
Use the DirectX .X file format.
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Vampire
Squire

15 Posts

Posted - Aug 12 2005 :  12:02:40 AM  Show Profile  Visit Vampire's Homepage  Reply with Quote
Yeah... I read it's pretty slow... Maybe, the other formats (like MDL) will be the same in a VB application... I think, I'll let these problems for a little bit later. It has to rest. Maybe it will be solved by itself - or by me, when I'm not thinking that hard...

Edited by - Vampire on Aug 12 2005 12:04:35 AM
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 12 2005 :  09:03:43 AM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
X files can be really complicated. You can create your own data types to store in the file, so they're very flexible. As for them being slow, yes, it does take a while to load them compared to something you create yourself. Of course, after you load the file it shouldn't be that slow.

At this point you have two options for file storage:
1. Use .X files. You'll need to learn how to store and retrieve data for your game. If the exported .X file isn't quite what you need for your game, for example if the FVF format is different from what your game uses, then you'll need to write a .X -> .X file converter to make sure the data is in the correct format. You'll also need to learn how to animate the .x file data through DirectX's wrapper. The .X file should contain predefined animations that you create in a 3D drawing program.

2. Write a conversion program to convert data exported from a 3D drawing program into a data format that can be loaded by your game. Writing a data file conversion program can take a long time to create. With this method you'll have to manually animate the bones based on animation data from the exported data from the 3D program. This method can be more difficult because you'll need to learn more math to understand the animation data.
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