Talk:Loading 3ds files
From GPWiki
The wiki is now hosted by GameDev.NET at wiki.gamedev.net. All gpwiki.org content has been moved to the new server. However, the GPWiki forums are still active! Come say hello. Skeletal data from the 3D Studio MAX viewpoint: When you export a .max file to the .3ds format the modifier stack is collapsed and you loose all the skin data you had (among other modifiers). That means you still have the original skeleton and it's movement but now it is not binded to any geometry. The skeleton rather functions as a geometry on it's own. -Daniel [edit] C3dsParser::Read fixYour comment in C3dsParser::Read, "need to look into why this doesn't work" - it doesn't work because the structure's (ChunkHeader) byte alignment is incorrect. If you're using MSVC compiler you can set the byte-packing with the /Zpn switch, where n is the byte boundary size. You can also up #pragma pack(push/pop) directives around your structures to set the them properly. Setting your byte alignment to 1 will make your code work:
#pragma pack(push, 1) -- or -- using the compiler switch, "/Zp1"
Cheers, Brandon Hamm brandon.hamm@__remove_me__gmail.com A guest had the comment: "A better suited format to animations is MD2." I have no knowledge of these formats, so I can't really respond. Ryan Clark 21:48, 3 Apr 2005 (EDT)
MD2 is better for animation, but sometimes you just want a static model. 3DS is much easier to load. Codehead 03:45, 4 Apr 2005 (EDT) |


