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when toggle format what by license comment
Feb 3 '16 at 17:29 comment added Draco18s no longer trusts SE @Bálint I'm not either. I thought FBX was open, if not then I was wrong.
Feb 3 '16 at 17:29 comment added Draco18s no longer trusts SE @smeeb OBJ doesn't natively handle animations. When using such models myself I use programming to animate them (simple position/rotation tweens).
Feb 3 '16 at 17:08 answer user1430 timeline score: 1
Feb 3 '16 at 17:04 comment added Bálint @Draco18s I'm not an expert in this topic, but I think using FBX files requires you to buy some sort of license for it, basically because it is under the 3ds team's hand.
Feb 3 '16 at 17:00 history edited user1430 CC BY-SA 3.0
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Feb 3 '16 at 17:00 answer Bálint timeline score: 0
Feb 3 '16 at 16:55 comment added smeeb Thanks @Draco18s (+1) - very interesting. So, to stick with OBJ (since you're familiar with it!), if an artist hands you an OBJ file of some game character, how do you animate it (make it run, jump, etc.)?
Feb 3 '16 at 16:52 review First posts
Feb 3 '16 at 16:55
Feb 3 '16 at 16:51 comment added Draco18s no longer trusts SE AFAIK you're on-target. I happen to know a bit about the OBJ format (as it pertains to vertex and texture) information, but it does not support animations. I assume that a given file type as a standard method of supplying animation information as well, and that when read and interpreted correctly results in the same animation that was exported. FBX, I believe, is an "open format" that you could look into.
Feb 3 '16 at 16:46 history asked smeeb CC BY-SA 3.0