Horde3D

Next-Generation Graphics Engine
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PostPosted: 18.10.2011, 05:16 
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Joined: 16.10.2011, 14:20
Posts: 15
Hi,
I want to create models and animations by one DCC software, and export them into Horde3D.
Which DCC software is recommended for Horde3D?
Thanks!


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PostPosted: 18.10.2011, 10:13 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
See also http://www.horde3d.org/wiki/index.php5?title=DCC_Tool_Support


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PostPosted: 23.11.2011, 02:36 
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Joined: 15.02.2009, 02:13
Posts: 161
Location: Sydney Australia
Having many Bip01's in the name of the joints for knight.scene.xml I'd probably say it was made with character studio which means 3D Studio MAX most definitely.

3DS MAX and Maya now share the same Collada code via the FBX exporter in the latest 2012 incarnations, and for earlier versions it is probably recommended to use feeling software's exporter (however I had issues of animation not exporting 100% but this might be due to baked keyframes being overridden by things like constraints and IK handles, I need to design a rig which bakes into a clean bone system perhaps). The open collada exporter I had issues with but I can't remember what they were right now...

I was talking to a friend of mine the other day and he was using Blender 2.60a with some success from blender's new and improved collada exporter so I think it's ok to use that now, but he wasn't exporting any bones or skins just purely static mesh...

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PostPosted: 23.11.2011, 09:00 
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Joined: 21.10.2011, 21:58
Posts: 5
Location: Canada-Russia
I'm using blender 2.60 and ColladaConv works with models and animations. only problem with the models names and textures have to change them manually in HordeEditor or notepad. :(


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