Comments (7)
There is nothing planned on that topic. Probably something that can be built on top of the library?
from three.js.
Ok, cool. Yes, I guess it would be ideal to have that on top and be able to "plug it in" when/if needed.
Have seen a couple of webgl-examples of loading/rendering md2-models(the quake 2 format). I guess that would be the "simplest" route to take. Since it´s vertex-animations I think.
Examples i was refering to:
http://www.terrybutler.co.uk/downloads/web/webgl-md2.htm
http://webgldemos.thoughtsincomputation.com/engine_tests/md2
from three.js.
I wonder who still uses MD2 though? I see this format being implemented all the time, but if you had to actually do a game or an realtime animation, wouldn't you rather implement Collada or some other format easier to export from nowadays 3d software?
from three.js.
I believe the reason is that it´s relatively easy to implement. But yes, agreed, it certainly feels like a outdated format, so Collada might be a better option. I guess one should also consider opting for a somewhat webfriendly/small filesize format. Don´t know what the best option would be then...
from three.js.
I want to eventually have a look at skeletal animation in shaders. Not sure about exact details, would be probably driven by assets availability / asset pipeline.
Though if you want to try, please go ahead. MD2 can be useful, there should be tons of existing low-poly models from older games.
In my old days, we used to have fun with characters from Half-Life, good old MilkShape ;) Just if I remember well, Valve modified Quake engine, so these were already skeletal animations.
from three.js.
Ok, that sounds great :) Thanks for the info!
I´m a bit of a noob when it comes to this kind of stuff, so I doubt anyone would want my ghetto-code in this here fine engine. But I might give it a shot, as an exercise, if my fingers starts to itch to much.. ;)
from three.js.
It's all ghetto-code already ;D
from three.js.
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