Wavefront (.obj, .mtl)
Suggested format for non-animated models, if you prefer this exporter over OgreMax or other exporters.
Autodesk FBX (.fbx)
First version with basic non-animated model upcoming with v0.9.7 (undergoing testing now)
Collada (.dae)
Supported for models, materials, skeletal (skinned) animations, and cinematic (scene node/part) animations
Animation support for skeletal (skinned), cinematic (scene node / model part) animations
Trigger animations from Avatar Commands/Key Mapping and Scripting (integrated/unified with .mesh/.skeleton animations) [new in v0.9.7]
Works for many features exported by Google SketchUp, when the "Triangulation" option is selected (from dialog shown when pressing Option button in the Export dialog).
If encounter issues, Ogre .mesh and Wavefront .obj are good alternatives to try for models as needed, especially for very large ones.
Coming Soon -Multi-object prefab (scene) importing
Ogre (.mesh, .material, .skeleton)
Currently the best supported format for animated models
Exports together with .material and optional .skeleton (for bones and skeletal animations) file(s)
Supported for skeletal (skinned), pose (blend/morph target), and vertex morph animation support
Supports dynamic animation blending (mixing of multiple animations at same time) at runtime
The OgreMax exporters for 3ds Max, Maya, and Softimage XSI are suggested (instead of the Official Ogre exporters), as they are the best maintained, most actively developed, most often tested/used with Visual3D, and best documented of those available.
The Official Ogre exporter for XSI will sometimes not export materials (to a .material file), though OgreMax for XSI should., intained, most actively developed and tested, and best documented exporters for Ogre .mesh
OgreMax .scene
This format is not suggested for regular use, as it results in a separate model (.mesh file) being exported, by default (though there is a tutorial available in how to customize this) for each Geometry node (in some cases, each primitive shape).
Due to its exporting each Geometry node as a separate mesh, use of this format can result in poor performance in some cases out-of-box, as well as prevent some of the model optimizations (specifically "Merge by Material" in Visual3D Model Editor) which can sometimes greatly improve performance for many models.
Also, currently, it prevents sharing of materials between each part/shape Model
This is primarily useful for importing very large scenes or buildings with interiors which have complex collision requirements and need per-part collision customization.
However, many complex environments can be represented by a one or more of the following Physics Settings for a Model:
DirectX (.x)
Currently for non-animated models
Animation support is upcoming, expected at some point after .fbx animation support
3ds max (.3ds)
Currently for non-animated models
Animation support is expected either with v0.9.7 or soon after (once FBX animation is support)
However, .3ds is known to be an older format with various limitations (due to the format, not specific importers) such as for maximum number of polygons, and it is not suggested for animation when there are other alternatives, such as .mesh, .fbx, and .dae
Model Exporting and Setup (User Manual): Optimizing Performance and Collision/Interior Support
General (package independent) tutorial for exporting to suggested formats for Visual3D and importing and setup in Visual3D toolset. Includes tips for modeling and exporting, as well as troubleshooting and optimization steps. Also covers collision and physics setup, in part, including interior and vehicle setup, as well other cases.
Entity Creation (User Manual)
Covers creation, editing, use, and reuse/instancing of Models, Prefabs, Avatars, and Entity Types
3ds max
Maya
Softimage XSI
Milkshape 3D
Blender
DeleD
Importing Models into Visual3D from DeleD
New Pipeline Features in v0.9.7
Avatar Building/EditingWiring up Animations to Key Mappings, Triggered States for Avaars
Automatic animation playback for the current (user controlled) Avatar when animation has the same name a Key Mapping
(A Key Mapping is a named key combination, such as "MoveForward", "Attack", "Jump", "Action1", " defined either in the Global Key Map or the Key Map asset (such as "Avatar-WASD") referenced by the Input Controller asset/preset for the Avatar)
Input Controller preset asset selected for an Avatar) entrya Key Mapped action (eg. MoveForward)with same name as a Key Mapping (eg. MoveForward, Attack) when Key Mapping (or Avatar Command / Triggered State) with same name as animation wireup for Avatar Commands (Triggered States) and Key Mapping
Fully scripting/unified API support (previously animations were triggered from code by setting actor.CustomSkeleton.Animation = "Animation Name")
Many more features like Behavior Trees and .fbx importing are mentioned elsewhere on this site, and will be added here and to the Roadmap page soon, or else detailed in Release Notes upon the v0.9.7 release.
This provides more details for features under development or expected soon. It should serve as additional information after reviewing the Model Formats Imported section, which highlights/summarizes major upcoming improvements. Only those with additional details available are described here.
Animation blending (for multiple animations at same time for same object) [upcoming for v0.9.7.1, use Ogre format if/when needed in the mean time]
Use Visual3D Cinematic Editor to edit cinematic (node / part / non-skinned) animations
Importing in background and with reduced memory requirements, to better support very large models .
Further testing and improvement for use with Google SketchUp exported models. triangulation of non-triangulated primitive shapes exported by Google SketchUp(triangulation) of primitive shapes, like sometimes exported by Google SketchUp (in mean time, suggest exporting to .fbx from Google SketchUpneeded only for some objects, not supported by 3ds max .dae importer can export to Autodesk .fbx from SketchUp Pro to Visual3D or 3ds max
Model/Material Setup & Live Importing
Importing Models into Visual3D (screenshots are no longer showing in this)
Creating Materials with Visual3D Material Editor (screenshots are no longer showing in this)
Model Processing and Map Generation
Normal Maps and Ambient Occlusion (Light) Maps
Texture Formats and Naming Conventions
.png is primary suggested format for textures, as it provides lossless compression, otherwise .jpg (with highest quality compression), or else .dds. But other formats are supported equally well. Using medium or less quality compressed jpg's isn't suggested, however, since these are simply recompressed (using DXC .dds and/or - later on - LZMA compression) and therefore won't end up reducing the end-product's download size for end-users/gamers
For .dds files, DXT1 / BC1 compression is suggested for textures which do not need a dedicated alpha transparency channel (eg. if just 1-bit visible/non-visible mask is used), otherwise DXT5 / BC5 compression is suggested.
Please be sure that normal maps end in "_n" before the file extension (eg. Plant1_n.dds), so that DXT compression is not used. Later on, we will be adding support for normal map compression.
Please be sure that any textures which have alpha transparency (instead of just 1-bit visible/non-visible mask) end in "_a" before the file extension (eg. Leaf_a.dds)
Texture Conversion & Compression
IrfanView - free image (and movie) viewer, supporting most used formats, which includes dialogs for Batch Conversion (and renaming).
ATI Compressonator - utility that is suggested for converting to DXT compressed .dds formats, for best quality and batch conversion
Asset Management
Asset Management (Explorer, Pipeline, and Database)- Advanced User and Programming Manual
love