Difference between revisions of "3D Models"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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Due to the complexity of the file format (especially with animation) it's not always easy to get animations running in Visionaire. For example we could not export a working animation with Cinema 4D (maybe that's different now with a newer version like R14/R15). A recommended and successfully tested workflow is to model the character in Cinema 4D, export the model and then animate it in Blender. Other working models were created and animated with Maya and finally exported as *.x file.
 
Due to the complexity of the file format (especially with animation) it's not always easy to get animations running in Visionaire. For example we could not export a working animation with Cinema 4D (maybe that's different now with a newer version like R14/R15). A recommended and successfully tested workflow is to model the character in Cinema 4D, export the model and then animate it in Blender. Other working models were created and animated with Maya and finally exported as *.x file.
 
{{i18n|3D_models}}
 

Revision as of 16:28, 22 March 2014

Visionaire 4.0 supports 3D-Models with animations for character animations. Only a single animation is needed for each animation type (walking/standing/talking) since the fitting direction is calculated from the 3D-Model.

Visionaire uses the Assimp Library for loading 3D-Models. With Assimp Viewer ( http://sourceforge.net/projects/assimp/files/assimp-3.0/assimp-view-3.0-setup.exe/download ) you can verify yourself if the 3D-Model file can be loaded without any errors. All files which can be loaded in Assimp Viewer should also work in Visionaire.

Assimp only supports bone animations and no keyframe animation of formats like *.md2, *.md3 und *.3ds.

Due to the complexity of the file format (especially with animation) it's not always easy to get animations running in Visionaire. For example we could not export a working animation with Cinema 4D (maybe that's different now with a newer version like R14/R15). A recommended and successfully tested workflow is to model the character in Cinema 4D, export the model and then animate it in Blender. Other working models were created and animated with Maya and finally exported as *.x file.