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Thread: 3D models with animations

  1. #1

    3D models with animations

    https://www.pascalgamedevelopment.co...dels-in-Delphi

    There's some good question.. what do you people use to animate skeletal models in your games? i'm aware of glscene's smd support, but that's about it, what else is supported and availible, what do you use?
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #2
    Had same question few years back, didn't really find anything usable. In result I've dropped my pascal game coding and moved to Unity/UE4

  3. #3
    I never used skeletal animation, but Castle Engine has skeletal support for both 3D and 2D. May be you should take a look.
    No signature provided yet.

  4. #4
    I've spent a few days researching this, and have actually found quite a lot of support for skinned animations in pascal, but information is scarce and some of it is outdated.:

    GLTF - another masterpiece by bero, i haven't checked this out yet, but it's actively developed and bero is known for his quality and complete work:
    https://github.com/BeRo1985/pasgltf
    https://github.com/KhronosGroup/glTF-Blender-Exporter

    FBX & Collada

    assimp ( collada: animations yes, fbx: animations yes (with some limitations regarding file version, if fails, try autodesk converter to change version, converter is here: https://www.autodesk.com/developer-n...erter-archives ) )
    https://github.com/assimp/assimp/blo...scal/Readme.md ( a 2012 version but has 2016 updates, no clear information how to build a dll / so library, no examples )
    https://github.com/assimp/assimp/wik...knowledge-base
    has a model viewer: http://cms.assimp.org/index.php/viewer - it can help see if your files will work with your project

    X3D (animations: yes), MD3, COLLADA (animations: ? ):
    Castle engine: https://github.com/castle-engine - https://castle-engine.io/features.php#section_data / https://castle-engine.io/vrml_x3d.php
    - from castle engine: https://castle-engine.io/view3dscene.php

    File formats:
    DCal3D "Cal3D" part of jedi - https://master.dl.sourceforge.net/pr...JEDI-SDLv1.zip
    loads DCal3D files (at least it claims to do so), but you will find it hard to find a good working blender or 3dsmax exporter.

    half-life 2 smd:
    tripledashgarlic: http://www.igrodel.ru/ - custom written animation loader, loads half-life 2 smd files.
    glscene: https://sourceforge.net/p/glscene/co...es/GLSceneLCL/ / https://sourceforge.net/p/glscene/co.../GLFileSMD.pas
    glscene supposedly also has md5 support (verify claim that md5 is supported in glscene !! ):

    totally custom:
    3d studio max 7 script exporter to custom file format - complete implementation http://xproger.mentalx.org/export_anim.html
    It seems like a pretty clear case that going for modern GLTF by bero would most likely work best for skeleton animation needs, assimp would be 2nd best choice (provided that library works, it has zero examples).
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  5. #5
    I have to add that bero's gltf loader has SIGNIFICANTLY progressed, and looks like ready for prime time use, it just lacks documentation and more examples:

    https://www.youtube.com/watch?v=i8AOAUP8KsM
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #6
    Wow! That's 100 times more than I was expecting. Where is the documentation? Can I use it with converted files from DazStudio, Poser, iClone, Unity3d ...? Is Ultimate Unwrap3D capable to convert? What about the zlib license and the limitations for commercial use? Does it worK with OSX, Android and iOS?

  7. #7
    With Delphi Tokyo I get an Error "Assertion failed" in PasGlViewer.pas at line 1415
    Assert(Status=GL_FRAMEBUFFER_COMPLETE);

  8. #8
    Just open a ticket in bero's project, it's still work in progress, so he might break things from time to time.

    As for gltf, i assume most popular packages can export it, if not - i know blender has a bunch of gltf exporters, you can also convert collada to it with a khronos group converter project.

    Zlib license is no issue for commercial use: https://en.wikipedia.org/wiki/Zlib_License

    ios and android: i don't know, ask bero
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  9. #9
    It's workarounded now, the current NVIDIA drivers have a issue in this context when a multisample FBO have a color-attachment-texture and depth-attachment-renderbuffer attached at the same time, so the workaround is now, that also the temporary depth buffer is also a fbo texture attachment now, so that it works also with the NVIDIA GPU driver again. (by the way, I've here in my test-hardware-set-setup: AMD Radeon 580, NVIDIA Geforce GTX 970, NVIDIA Geforce GTX 1060, NVIDIA Geforce MX150, Intel UHD 620, AMD Radeon R9 270X, and a lot of mobile devices with NVIDIA Tegra, Mali, PowerVR and Adreno GPUs, and so on, so that I can test my stuff against every relevant GPU vendor.)
    Last edited by BeRo; 29-08-2018 at 07:18 AM.

  10. #10
    Thank you BeRo for your reply and the very good job you did. My setup is very special. I see in your different setups also the name of many mobile GPUs. That makes me very curious!

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