State of asset export/import in 2018?
Posted: 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?
- 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?