I've investigated the problem for a bit and it seems that you can run 
blender on mac and add an add-on from 
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MilkShape3D_MS3D
 
to add import and export ms3d support to blender. And blender has obj and 
3ds formats and probably you can add more as addons just like the ms3d one.

On Saturday, November 10, 2012 1:09:48 AM UTC+2, bob wrote:
>
> That would be great to have more converters.  Right now, I'm on Mac, which 
> doesn't support MilkShape 3d.
>
>
>
> On Friday, November 9, 2012 4:57:27 PM UTC-6, sebastian_bugiu wrote:
>>
>> I use milkshape 3d to open .3ds or fbx or obj or lwo and then save as 
>> ms3d. But this is only temporary. I will add more format convertors in the 
>> future so you can skip the opening in milkshape 3d hassle.
>>
>> On Saturday, November 10, 2012 12:21:31 AM UTC+2, bob wrote:
>>>
>>> Can you tell me which applications you use to export to ms3d?
>>>
>>>
>>> Right now, I'm using Cheetah3d, and it does not, in fact, export to that 
>>> format.
>>>
>>>
>>>
>>> On Friday, November 9, 2012 4:07:26 PM UTC-6, sebastian_bugiu wrote:
>>>>
>>>> The problem is that formats that are used in model editors aren't 
>>>> exactly efficient for the rendering pipeline. So you need to create a 
>>>> format that keeps data prepared and compressed. Right now you have a jar 
>>>> that converts from a ms3d format to a hm format that is used in the 
>>>> engine. 
>>>> As long as your model can get exported to ms3d you can export them for my 
>>>> engine. I chose ms3d because it's a simple format and most modelling 
>>>> applications can export to it.
>>>>
>>>> On Friday, November 9, 2012 9:45:52 PM UTC+2, bob wrote:
>>>>>
>>>>> This sounds like a good idea.  I spent forever and a day making a 
>>>>> Wavefront OBJ loader, and the performance wasn't even that great.
>>>>>
>>>>>
>>>>> What methods will you offer for people to convert to your new mesh 
>>>>> format?
>>>>>
>>>>>
>>>>>
>>>>> On Friday, November 9, 2012 10:57:37 AM UTC-6, sebastian_bugiu wrote:
>>>>>>
>>>>>> I have created a 3D game engine written in java for Android. It is 
>>>>>> based on the Ogre renderer and features 
>>>>>>
>>>>>> - a complete OpenGL ES 2.0 multithreaded renderer 
>>>>>> - sound support
>>>>>> - input as touch or sensors
>>>>>> - GUI API
>>>>>> - easy material creation
>>>>>> - a new mesh format for fast loading based on ms3d format
>>>>>> - artemis framework integration for data driven game design
>>>>>> - easy to use and extensible design
>>>>>>
>>>>>> A game that will feature this engine will be released somewhere at 
>>>>>> the end of this month or somewhere early in December to show off the 
>>>>>> engine 
>>>>>> capabilities.
>>>>>>
>>>>>> From what I have seen the Android framework does not feature an API 
>>>>>> for game programmers so everyone has to create their own engine. Instead 
>>>>>> of 
>>>>>> this duplication I am asking the android developers if it could be 
>>>>>> possible 
>>>>>> to integrate my engine (I will open source the code) in the android 
>>>>>> framework so that everybody can have an easier way to create a 3D game?
>>>>>>
>>>>>>
>>>>>>

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