I want to write a 3D App (think of a MotionBuilder clone for simplicity sake) that would be able to import a scene from common packages and apply/run my own character animation algorithms.
Normal Workflow
- Design a character into Blender, Maya, 3DS, etc;
- Import it in the 3D App;
- Rig it into the 3D App and animate it;
- Export it back to other packages or to a game engine.
It should allow common features you can find in any good 3D software.
Requirements of the 3D App
- Must run under Windows and Mac OSX
- Multiple viewports
- Object Selection
- Objects manipulation (positionning);
- Common File Format import/export
- Basic lighting support (NO EDITING)
- Basic mesh animation (skinning, etc) (NO EDITING)
- Written in C/C++
- GUI in Qt
- Embedding a scripting language (not sure though, optional)
- etc (I think you get the point^^)
My background
- Strong mathematical skills;
- Strong 3D animation algorithms knowledge;
- Strong C/C++ background;
- Good Qt background;
- Good Maya programming skills;
- Some (but old) OpenGL knowledge;
- Absolutely NO graphics card programming skills; (if I can avoid that, it is better);
- A little (very very little) low-level optimization knowledge; (if I can avoid that, it is better);
Based on your experience, which 3D rendering engine should I use to write a MotionBuilder clone (without any mesh, light, shader editing capabilities) focusing on skeleton animation ONLY? I saw that Ogre and Irrlicht are great... Or should I write my own one?
Thanks for any advice.
Best regards.