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3D file format for animated objects


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#1 zedrummer

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Posted 07 September 2008 - 07:24 AM

Hello,

I am looking for a piece of advice on what level editor and file format to use to describe a whole object with its moving sub-objects integrated in the file.
Another way to explain my question is can anyone tell me how do the qualified developpers create those mobile objects? Do the graphist integrates this (the axis of the rotation, the angles when it is open, when it is closed, and one coordinate of the axis for a "door" and the initial and final positions for "revealing hidden steps from the ground") in the level edition, so they use an editor that export this in the level file, or do the programmer add them later with a script or something like that?
The first way would seem more logical for me, so if it is right could anyone tell me an editor and a well-documented file format that I can import in my code?
I guess any advanced game programmer must have already brainstormed around the subject of the format, no?

Thanks for your help

David

#2 fireside

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Posted 07 September 2008 - 01:39 PM

I think most game authors add the doors and script them. I don't know if there is something like that or not. You can use skeletal animation. It doesn't have to be done on human type models, you can use it to open doors, etc. However, you know, when the player gets up to this door, then it opens, so it seems like a separate object and scripting would work better to me. Generally you have these static objects that don't move, and then you have the moving objects treated a little differently because of collision, etc. That's why almost everyone either gets an engine with a world editor or writes something themselves for positioning stuff like that. I could be completely wrong on it. That's the way I've done it. I think engines that use editors like Quark can build that in, not sure though. Even if you have a file format that can have separate objects, then they're all lined up. I've never done that either, but I haven't done much indoors stuff that's overly complicated.

#3 zedrummer

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Posted 07 September 2008 - 05:25 PM

Thanks for your answer, friend!
I have posted on several game developping forums, but you give me the first answer. I really thought any advanced developper could answer to that.
David





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