Okay, I’ll try converting the meshes to iqm. Thanks.
I edited in some context — they’re rigged character meshes with animations, so a few formats are unusable here (like obj) since it can’t handle skeletons. Would you guess that iqm is the best one to look into out of the ones you listed? Otherwise I guess I’ll buckle up and look at all of them.
(Kind of sheepish that the only formats I’ve heard of are obj and m3d…)
Not author but if you're sharing these assets, distributing them in the gltf (json/ascii, not binary) format is really helpful, as it seems to quite easily be imported into tools like blender and threejs.
Awesome, thank you! That’s really helpful to know. The context is over here https://news.ycombinator.com/item?id=36613343 but it’s basically 80 rigged characters with a dozen or so anims, along with normal/diffuse/specular maps. The aim is to distribute them as widely as possible into as many engines and programs as I can, but it’s been hard to figure out what people actually use for their art and engine pipelines nowadays. I’ll prioritize gltf.
I edited in some context — they’re rigged character meshes with animations, so a few formats are unusable here (like obj) since it can’t handle skeletons. Would you guess that iqm is the best one to look into out of the ones you listed? Otherwise I guess I’ll buckle up and look at all of them.
(Kind of sheepish that the only formats I’ve heard of are obj and m3d…)