TS7.5 Formats

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TS7.5 Formats // Roundtable

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Post by roman // May 19, 2007, 10:09am

roman
Total Posts: 320
I thought I posted about this but I can not find my owm post:( so I am just starting another thread.


We plan to add BVH export in TS7.51 service pack very shortly. Next major format planned is Collada, both for import and export. You guys are OK with that and what format you need next?

Post by nowherebrain // May 19, 2007, 10:12am

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I vote for FBX.(I may not get it)

and the option to export to formats via workspace(if it is not there already) like .obj etc....

Post by Jack Edwards // May 19, 2007, 10:17am

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I think old-fashioned OBJ export/import from Workspace would be good for exporting to older apps. I second FBX since it is very popular and XNA is supporting that directly.


-Jack.

Post by nowherebrain // May 19, 2007, 10:21am

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I think old-fashioned OBJ export/import from Workspace would be good for exporting to older apps. I second FBX since it is very popular and XNA is supporting that directly.


-Jack.


It is growing, and I only see it becoming more popular with Autodesk owning both Maya and MAX.

Post by Jack Edwards // May 19, 2007, 10:29am

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Yeah, I agree.


I'm drawing a blank on other formats at the moment... but I'm sure others have some ideas...


Blender? ;) LOL heck the code is freely available...


Does XSI support Collada and FBX well enough that XSI format isn't needed? What about Silo? A lot of TS users are adding Silo to their workflow. And we'll need compatibility with ZBrush...


-Jack.

Post by Délé // May 19, 2007, 10:55am

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FBX and OBJ sound like good standard formats to me as well. I REALLY need a .dts/.dsq exporter so I can use the new tS bones to make character animations for Torque. I highly doubt that is high on the list though seeing as it's so specialized, but I would be as giddy as a kid on Christmas morning if it was implemented (even if just an add-on pack). :)

Post by Jack Edwards // May 19, 2007, 11:23am

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Dele, do you have access to the dts format specs? Might be something scriptable...


I've been kicking around the idea of starting a Yafray exporter script project, like Johny did for Indigo, but haven't even had time to update my morpher script. Might be something cool to put up for collaboration... 'course that assumes that the scripting engine has access to the bones and anim data...:confused:


-Jack.

Post by nowherebrain // May 19, 2007, 11:29am

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how about yafAray?

Post by 3dvisuals dude // May 19, 2007, 11:29am

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Thanks for asking us Roman,

I second Délé's request for a good TGEA exporter. Torque is growing formidable in the MMORP realm now and it would attract new related business. Its full Commercial License is very competitive right now.

I would also love to see support for import only of Rhino's 3DM nurbs format, which is also used by MOI3D.

Related Format Info at: http://www.opennurbs.com/

- Mark

Post by RichLevy // May 19, 2007, 11:38am

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Yeah, I agree.



Does XSI support Collada and FBX well enough that XSI format isn't needed?

-Jack.


XSI support both FBX and Collada right now. There are still some issues, but as long as Caligari stays within the most recent specs any problems should be able to be worked around.


Rich

Post by Garion // May 19, 2007, 11:51am

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Total Posts: 116
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.OBJ Import/export is a must for me, its the format I use between all my apps.


The more pipelines Truespace can be fitted into the more chance it ahs being picked up by new users.


Cheers


Garion

Post by camelot // May 19, 2007, 12:21pm

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Total Posts: 68
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.OBJ Import/export is a must for me, its the format I use between all my apps.

The more pipelines Truespace can be fitted into the more chance it ahs being picked up by new users.

Cheers

Garion

I would like to see a Carrara import &/or export. Carrara 5pro has an import for .cob files.

Post by daybe // May 19, 2007, 12:42pm

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Well I think if we want Truespace to work in a production house environment, you really need to have formats used for the most widely used programs out there. my choices would be Collada and FBX and of course .OBJ to get the most popular out first would be a great idea and then work on some of the others.

Post by Délé // May 19, 2007, 1:13pm

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Dele, do you have access to the dts format specs? Might be something scriptable...It may be possible and I probably could fumble my way through it given enough time. I might give it a try if nothing shows up within the next year or so. However, I would very much prefer getting a good solid exporter from the Caligari devs. :)

Post by Jack Edwards // May 19, 2007, 1:15pm

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LOL yeah, me too. Drove me batty when 7.0 came out and the canned answer was "you can do that with scripting" -- true, you can -- but I want a BUTTON. :D:p


-Jack.

Post by transient // May 19, 2007, 4:30pm

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I would love a proper vrml 2.0 exporter that would include mesh deformation.


The one for 6.6 unfortunately squashes all my objects on the x axis when I try to import my models into wirefusion (http://www.demicron.com/). It also doesn't include vertex transformations (coordinate interpolation nodes).


Apart from this add my vote to fbx, collada, directx (9 and 10) and obj.

Post by Tiles // May 19, 2007, 9:16pm

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Pesonally, working *.X is my favourite need for now. Besides that, OBJ and 3DS, and i should be settled :)

Have a look at the common gamemaking kits. 3D Gamestudio, Blitz 3D, Dark Basic Pro weren't named here before. Lots of potential users. They all would be happy when they could directly export to the needed format.

Post by transient // May 19, 2007, 9:48pm

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You can use this (http://www.fragmosoft.com/) program to import/export to all of those game engines, although i guess that isn't much help right now.

It also imports/exports bvh so theoretically you should be able to use animation data created in tS 7.51 in your favourite game engine straight away....:cool:

Fragmotion also has fbx and collada support in the pipeline.

Post by Tiles // May 19, 2007, 9:52pm

Tiles
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Hmm, i get your point. But why buy a software for a job TS could do ? The more steps are involved the more errors may appear :)

Post by mrbones // May 19, 2007, 10:03pm

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Total Posts: 1280
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FragMotion is a Great Program. I reccomend this product to anybody.

At only $20.00, this program is worth its weight in GOLD to anyone interested in Game Modding or development.

In fact I use FragMotion for all my TrueBones motions to ensure that no errors appear in the BVH data it creates for TrueSpace and other programs

Thanks for sharing this useful link with the forum. http://www.fragmosoft.com

Cheers


You can use this (http://www.fragmosoft.com/) program to import/export to all of those game engines, although i guess that isn't much help right now.

It also imports/exports bvh so theoretically you should be able to use animation data created in tS 7.51 in your favourite game engine straight away....:cool:

Fragmotion also has fbx and collada support in the pipeline.

Post by martial // May 20, 2007, 1:00am

martial
Total Posts: 10
Same here for import-export obj format with all textures on (please import obj with mtl files and all textures when original obj have ones)

Post by Garion // May 20, 2007, 12:12pm

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Total Posts: 116
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You can use this program to import/export to all of those game engines, although i guess that isn't much help right now.


It also imports/exports bvh so theoretically you should be able to use animation data created in tS 7.51 in your favourite game engine straight away....


Fragmotion also has fbx and collada support in the pipeline.


The less hoops yoo have to jump through the less chance of errors. Fragmotion looks nice, but it's adding another 'hoop' and my ageing leggys are getting tired :D .


That Truespace does not support .obj natively is IMHO ludicrous.. but thats just me :)


Of the game basics out there, support for Blitz 3D and Blitz Max would be nice as well as Darkbasic Pro, I know that there are others but these are the ones I have used.


Truespace has to open up a bit and not fall into the trap of being a closed application. By that I mean it should be possible to model, texture and animate in TS and then get that job into yer development environment of choice. For this to happen the the likes of .X, FBX, Collada et al have to be properly implimented.


Some of the Dev apps named here would be a good start.


The import/export formats should be full import/exports and not cut down versions with bits not implimented or just plain broken.


More Pipelines means more Punters ;)


Cheers


Garion

Post by rj0 // May 20, 2007, 12:49pm

rj0
Total Posts: 167
My vote: Collada and .obj.


rj

Post by RAYMAN // May 20, 2007, 1:11pm

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Now that I am asked : Obj is a must have !

What I would like to have is the Vue formats and Sketchup format !

Silo would be nice too !

All the formats above

THE MORE THE BETTER .......sorry for that loud voice ;)

Every new format is a lot of new clients :D

Post by nowherebrain // May 20, 2007, 2:07pm

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I can't think of a package that doesn't support one of the three we've all listed.
Collada, FBX, and obj. doing offshoots like C4D, Silo, or others would be a waste of development time, distracting from 7.51 or even 8.0. This is my opinion anyway..

Post by 2much4U // May 20, 2007, 2:58pm

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What would be a really good feature is if you could import a .psd file as an object, so that the alpha channel is converted to a load of vertices, making up the edges. This would be a great feature when importing logos from a 2D app like photoshop.

Post by Burnart // May 20, 2007, 3:44pm

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Total Posts: 839
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My vote is for obj. definitely. FBX is almost ubiquitous these days could be worthwhile. (MAX? not 3ds but the actual format - or is that already there and I never noticed?!)

Post by Garion // May 21, 2007, 2:43am

Garion
Total Posts: 116
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I could be wrong but I think the .Max format is a closed format. I have two versions and two licences for Deep Exploratoin and only the earlier one supports .Max, the latter requires that 3DS Max installed.


I have tons of stuff in .max format soooo this can be a pain. :mad:


Cheers


Garion

Post by Ronin28 // May 21, 2007, 8:36am

Ronin28
Total Posts: 10
Don't forget to update the .x format to be pixel_shader 2.0 or higher compliant.

Post by hoss // May 21, 2007, 11:52am

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Total Posts: 21
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As I stated in another thread, I'd also like to see a Collada, .fbx, and a native .obj file support. Please make them both import and export these formats!


-hOss
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