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Editor Documentation - Importing Models Image Videos and Audio Assets into Modest3D


How do I Import Models to be Suitable for Modest3D?

Importing meshes into Modest3D can be achieved from two main types of files:

  1. Exported 3D file formats, such as .FBX, .DAE & .OBJ
  2. Proprietary 3D application files, such as .Max and .Blend file formats from 3D Studio Max or Blender for example.

Either should enable you to get your meshes into Modest3D, but there are considerations as to which type you choose:

Exported 3D Files

Modest3D can read .FBX, .DAE, .OBJ files, FBX exporters can be found here and OBJ or DAE exporters can also be found for many 3d applications.

.FBX (FBX export/import guide) .DAE (DAE export/import guide) .OBJ (OBJ export/import guide)

Advantages:

  • Universally used exported 3d data transfer formats
  • Only export the data you need
  • Verifiable data (re-import into 3D package before Modest3D)
  • Generally smaller files
  • Encourages modular approach - e.g different components for collision types or interactivity
  • Supports other 3D packages whose Proprietary formats we don't have direct support for Disadvantages:
  • Can be a slower pipeline for prototyping and iterations
  • Easier to lose track of versions between source(working file) and game data (exported FBX for example)

Proprietary 3D application files

Modest3D can also import, through export options conversion to an exported 3D file formats : e.g. Max, Maya, Blender, Cinema4D, Modo, Lightwave & Cheetah3D files, converted to .FBX/.DAE/.OBJ files

Advantages:

  • Quick iteration process (save the source file and Modest3D reimports)
  • Simple initially Disadvantages:
  • A licensed copy of that software must be installed on all machines using the Modest3D project
  • Files can become bloated with unnecessary data
  • Big files can slow Modest3D updates
  • Less validation, so it is harder to troubleshoot problems