其中3D模型格式,我应该使用?模型、格式

2023-09-07 22:41:59 作者:风清扬 夏未央

我写一个游戏引擎,我想知道什么3D模型格式我应该使用/负载/导出? OBJ似乎普遍和容易的,但它也似乎是不可靠的,大多数车型在那里有一些错误的它并没有存储在任何地方接近不亚于其他格式。

Im writing a game engine and I'm wondering what 3D model format should I use/load/export? Obj seems universal and easy but it also appears to be unreliable in that most models out there contain errors and it doesn't store anywhere near as much as other formats.

似乎有格式,专为游戏,如MD2 / 3/5,但林不知道,我用wings3d如果我的模型,我不知道还有什么其他细节超出了单纯的装载什么,我需要和支持的格式标识必须实现,比如我需要实现IK?而且,我可以每片动画,而不是逆运动学和骨索具使用脚本?

There appear to be formats specifically for games such as MD2/3/5 but Im not sure, I use wings3d if I model, and I don't know what other details beyond purely loading what I need and support from the format Id have to implement, such as would I need to implement IK? and can I use scripted per piece animation rather than Inverse kinematics and bone rigging?

推荐答案

的Collada 是3D一个开放的基于XML的格式由Khronos Group所拥有的模型(OpenGL的标准组织)

Collada is an open XML based format for 3d models owned by the Khronos group(OpenGL standards body)

从Collada.org常见问题:

From the Collada.org FAQ:

在COLLADA 1.4.x的功能集包括:

The COLLADA 1.4.x feature set includes:

网几何 变换层次(旋转,平移,剪切,缩放,矩阵) 效果 在着色器(CG,GLSL,GLES) 材料 纹理 灯 相机 剥皮 动画 在物理(刚体,约束,布娃娃,碰撞,卷) 实例化 技术 多分辨率presentations 资产 用户数据 Mesh geometry Transform hierarchy (rotation, translation, shear, scale, matrix) Effects Shaders (Cg, GLSL, GLES) Materials Textures Lights Cameras Skinning Animation Physics (rigid bodies, constraints, rag dolls, collision, volumes) Instantiation Techniques Multirepresentations Assets User data