Skip to main content
gamedev.net
🔒 Locked

Home-brewed modeler

Started by BeanDog Sep 19, 2000 at 6:08 PM 0 replies 450+ views
Original Post
BeanDog
BeanDog
I have spent about 25 hours working on a low-poly modeler that will save to my specific format. My format supports skeletal animation and compressed animations, hierarchies, etc. So far my modeler will allow me to make points, color them, connect them with polygons to make solid objects, and that''s about it. You can make multiple objects and select them separately as whole objects, but can''t do anything with them yet. My question is, is all this worth the effort? Is it worth it to make my own modeler? Should I just use 3DS like everyone else? Has anyone else here made their own modeler before? Bean Dog
GKW
GKW
You''ve put in a lot more time than I have on mine but I have found it to be interesting. I only have zooming, panning, drawing points and selection of points. For the engine I am planning I don''t think that I need to spend a ton of cash for a comercial modeler and a host of features that I don''t need. It is probably easier to find a free modeler that has a sdk for custom file formats. I like the experience.

I wanrned you! Didn't I warn you?! That colored chalk was forged by Lucifer himself!
"... we should have such an empire for liberty as she has never surveyed since the creation ..."Thomas Jefferson

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.