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Thread: 3D models with animations

  1. #11
    And at http://vserver.rosseaux.net/stuff/paedaeloader/ and http://vserver.rosseaux.net/stuff/pa...Models.DAE.pas you can find the sources for my feature-complete COLLADA .DAE loader (maybe with some missing but easily from yourself replaceable units).

    But my pascal-native working FBX loader, as already said in an another thread here, I'll never release it, because FBX is super crappy and FBX simply has to die, because it is a super dreadful file format.

  2. #12
    Which one have I to chose for animated models and few dependencies (more compatibility with mobile devices)?

  3. #13
    Quote Originally Posted by gerdich View Post
    Which one have I to chose for animated models and few dependencies (more compatibility with mobile devices)?
    Very definitely GLTF 2.0, because it will simply become or already is the new open industry standard. See https://github.com/KhronosGroup/glTF...ster/README.md and you can convert COLLADA .DAE and .FBX files and other 3D file formats into GLTF 2.0 files (.GLTF/.GLB, where a .GLB file is a file with the GLTF JSON stub data together with a binary buffer overlay with the actual data as such as vertices, textures, and so on.) with (semi-)official tools.

    More and more software will support GLTF 2.0. for example Windows 10 itself already has native GLTF support since about the Windows 10 3D Creators Major Update (and not only with their WMR VR thing, but also beyond it, for example, Windows 10 can open and show GLTF 2.0 3D models natively with the (at least at me) preinstalled Microsoft 3D Builder UWP app), and furthermore also available at Microsoft Office (at least PowerPoint) and so on. And Facebook also supports e.g. GLTF 3D models in the posts. and so on and so on and so on.

    Either way, GLTF 2.0 will quickly become the dominant 3D file format, I guess.

  4. #14
    Bero this is all really good news!

    I've been (and probably others too) looking for animation capable file format + good pascal support for a really long time, GLTF promises a lot, and looks like really good to use.

    I hope your loader & viewer progress further, i couldn't get it working with freepascal yet (not sure what the problem is, i reported it on github)

    Can your gltf system use separate models for animating skeletons? like, have 1 gltf model to store all the different animations, and 10 other different models which are animated with those animations?

    What about partial animations - playback more than 1 animation at a time (on separate bones - example aim animation + combining different straight + strafe walking animations ), and manual bone override / transform for IK + ragdoll?

    I know it's a lot of questions but your work always gets me really excited, your projects are exactly what i need for my games / projects.
    Last edited by JernejL; 30-08-2018 at 09:23 AM.
    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. #15
    First of all, GLTF 1.0 is not compatible with GLTF 2.0, so don't try to load GLTF 1.0 models with PasGLTF, but really only GLTF 2.0 models, like with the other GLTF loaders from the C/C++ ecosystem also now as well, GLTF 1.0 is simply obsolete now, since GLTF 2.0 exists. At least my (now fixed) PasGLTFViewer FPC build has no problems to load GLTF 2.0 models, so I guess, that you tried to load a GLTF 1.0 model and not a GLTF 2.0 one.

    PasGLTF is already completely GLTF 2.0 base-spec-core feature-complete, minus non-spec-core extensions such as the Draco compression extension, in other words, the current further work is only tidying up, optimizing and refining work.

    And the UnitGLTFOpenGL.pas is just only a code template, that means, you yourself must adapt this code template unit to your own needs (for example for multiple animations at the same time) and to your own engine, because a really-universal-requirements loader would be either too overkill or almost impossible, because each engine and application purpose has its own data structures and design concepts, so that the UnitGLTFOpenGL.pas is really just only a code template and not a unit for real use. Only the acutal PasGLTF.pas GLTF 2.0 loader&writer unit is intended for productive use.

  6. #16
    I did try it with what i assumed were fltf 2.0 sample files from their github repository, i did a checkout of https://github.com/KhronosGroup/glTF...ree/master/2.0 this time, updated my repo again, recompiled it in lazarus and it loads the models fine - no issues whatsoever! it works great - no complaints - the project is really amazing.

    What i was thinking regarding animations is mostly that most of games need some kind of "animation mixer", people who are like me that are 3d-art-impaired and not capable of creating animations we need to get creative on how we get and combine animations.

    I'll follow the suggestion to build up on this template, i hope to have more successes to post here

    You did something really amazing for us in pascal gamedev community with gltf project, i hope you know that, and althru there's very few of us, we really appreciate this.
    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

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