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* forum - #coders

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Topic:  Tools for prototyping 3D scenes for the non-artistically inclined
* Posted by nagato^ Saturday 18 November 2006 - 13:59 
I'm putting together a demo that involves several 3D scenes, but before I try and get an artist to make something that doesn't suck, I want to get all the code in place.

However, my past experience with 3D modelling tools inspired hatred and gnashing of teeth. I don't want to spend weeks learning an interface just to put together some shitty scene I can use to test my effects.

What do people use here to put together a 3D scene?

Free would be better. Bonus points for running on Linux.

* Posted by psenough Saturday 18 November 2006 - 15:42 
you could try blender

* Posted by nagato^ Sunday 19 November 2006 - 23:35 
Tried it a couple of years ago... it failed the "would take several weeks to learn" test.

* Posted by psenough Monday 20 November 2006 - 0:36 
follow the tutorials :) takes a couple afternoons

alternative would be to develop your own modeler.. or hardcode the meshes and their animations..

* Posted by nagato^ Monday 20 November 2006 - 11:06 
Yeah, haha, I'm using graph paper at the moment...

Okay, I'll give Blender another try I guess. Maybe it sucks less since they open sourced it.

* Posted by ryutenchi Tuesday 21 November 2006 - 22:25 
I personally wouldn't use anything else to model(but blender). Be sure to get the hot-keys cheat-sheet.

[Post edited by ryutenchi on Tuesday 21 November 2006 - 22:25]


* Posted by kusma Thursday 21 December 2006 - 17:52 
I won't get any bonus points here, but I prefer working with 3D Studio MAX. It's a solid package with good development tools. And artists are usually familiar with it.

Another possibility would be Maya, which does run under Linux.

A third would be not to bother about the modelling package, but rather using Collada or FBX - file formats designed for assets-interchange. Most modelling packages has Collada-exporters now, and you'll be able to pull out most data using a standard XML-parser. This way, the artist is free to choose the modelling package he desire.

* Posted by smash Friday 22 December 2006 - 12:05 
im working with collada exporters directly (for the ps3 sdk). there's a good library and exporters freely available with source to load+save+parse the files from feeling software.
there are a a few little bugs with it but at least you know there's major companies working to fix them - you dont have to do it by yourself. much easier than pissing around making your own exporter from scratch.

* Posted by kusma Friday 22 December 2006 - 13:11 
Yeah, Collada would most likely be the way I'd choose to go if all I wanted was to export a set of scenes.

The main advantage about choosing one modelling-package and making custom plugins for it, is that you can have it do a lot more than just exporting scenes. We're doing that a lot in our gba-demos, but I must admit that's spookysys' effort and not mine ;)

* Posted by smash Friday 22 December 2006 - 14:43 
we want to add more support to collada for some good 3dsmax/maya plugins and stuff, so it gradually becomes more and more powerful.

actually for demos we have our own max+maya exporters (would do collada if we did it all again tho) and a lightwave loader as well - the latter is currently getting the most use. lightwave's rather nice because the fileformat is very readable so it's very easy to add support for more things - you dont have to edit the exporter, you can just add something to read another chunk/line of ascii. :) and you know everything lightwave knows about is in the file.. somewhere. i dont believe there is a collada export path for lightwave yet.. have to see if there is some developer demand for it. :)

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