State of asset export/import in 2018?

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
d000hg
Goblin
Posts: 257
Joined: Tue Sep 02, 2008 9:41 pm

State of asset export/import in 2018?

Post by d000hg » Thu Nov 01, 2018 3:48 pm

I used Ogre3D 1.x extensively several years ago. One thing that always seemed limited compared to off-the-shelf engines was getting assets from 3DS/Maya/Blender into Ogre:

- there were open-source and free exporters for these tools but they were not always well-maintained, and rarely rich in features
- Ogre only seemed to support its own formats

Particularly for animations this was a PITA, our artists always had to fight to get things exported in a way they worked as expected :)

These days I am working on a WebGL project and it's amazing that even Three.JS can open FBX files, OBJ files, possibly even STL and others. It's open source so presumably the code could be ported to C++. It makes our workflow so much easier!

So anyway I wondered has Ogre changed in recent years or does it still use bespoke formats? Is there a good overview on this in Ogre 2.0 docs?
0 x

Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 537
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 12

Re: State of asset export/import in 2018?

Post by Slicky » Thu Nov 01, 2018 4:28 pm

I suggest as one option take a look at the GLTF plugin. GLTF is fast becoming quite a standard exchange format. You can export from your favourite modeller and get it into Ogre. This is for Ogre 2.1 and probably 2.2.
1 x

User avatar
Zonder
Ogre Magi
Posts: 1130
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 21

Re: State of asset export/import in 2018?

Post by Zonder » Fri Nov 02, 2018 10:15 am

Link to plugin topic viewtopic.php?f=25&t=94387
0 x
There are 10 types of people in the world: Those who understand binary, and those who don't...

Post Reply