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VScene: new 3D exchange format for vvvv and bounty for Importer/Exporters


#1

Yo!
I’m developing a vvvv and dx11 friendly 3D scene exchange format called VScene (.vscn, .cvscn) for easy, stable and controllable import/export in vvvv, something like collada on steroids, and i have a bounty for you at the end of this post ;).

Currently features are (in no specific order):

  • JSON format,
  • Object oriented and object hierarchy with multiple optional transforms per object,
  • Objects can be used as bones too,
  • Vertices can have any kind and amount of data,
  • Simple meshes have the same layout as in dx11 gpu memory,
  • Key-shapes/morph-targets whatever they’re called,
  • Subsets are saved in megamesh style (for optimizing draw calls),
  • Big chunks of data (like meshes, transform arrays, animations) are packed in base64 raw format and larger datasets are lzma compressable individually,
  • A single material can have multiple implementations (like currently i’ve developed an implementation for Emeshe but it’s possible to have, let’s say, Blender Internal, Cycles, Assimp, C4D etc materials with a specific JSON notation next to eachother),
  • Because of JSON custom “Aux Data” can be inserted anywhere on the same level as “Official” annotations are,
  • all sorts of clever jazz with animation too
  • More technical details coming soon

There’s a plan for Indexed meshes with per-face topology (NGons) (although i hate NGons)

So bounty part is:
anyone who writes a Blender Importer/Exporter first will get £100 (English Sterling Pounds)
anyone who implements Emeshe material parameters in Blender and also develops a JSON notation for Blender Internal and Cycles materials will get £50
anyone who writes a standalone converter first (not vvvv) between VScene and other more popular formats will also get £100
If anyone interested in further details PM me!

Here is the bounty management, anyone can chip in ;) :
My bounty goes for only open-source and freely distributable solutions

Good bounty hunting!

Disclaimer: I’m not collecting anyone’s bounty, payment is decentralized and should be arranged between the bounty supplier and the solution provider.

P.S.: if anyone feels like raising the bounty put it in the spreadsheet ;)


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#2

any news on this? Its def a great initiativ and help solve a lot of problems working with VVVV.

ive found a 3D scene format that might be interesting… Ive mentioned this in another post before, its the .babylon format created by/for babylonjs

http://www.babylonjs.com

http://doc.babylonjs.com

This WebGL Lib has some very well working exporters for blender, 3dsmax and Unity.

The Unity Export feature is the most interesting to me, since Unity has a great editor in which you can easily create complex scenes - also with primativ objects. Its much faster and more intuitiv than working in a Full 3D Application. ( create meshes in blender/3dsmax -> create composition/scene/camera/lights/animation(?) -> export .babylon -> VVVV boom goes the dynamite )

Here is the documentation of its structure (json based):

http://doc.babylonjs.com/generals/File_Format_Map_(.babylon)

would be interesting to have a similar export/import experience in VVVV.

Interested if this would be possible in any way…


#3

thanks for the find, no recent news on this I’ve found that it would be too ambitious project for me for a thing which was already done. I don’t want to go fbx because fucking autodesk changes specs every year, only companies with import/export dedicated devs can keep up with it. I was looking at opengex but i need to develop an openddl parser first if i want to work with it. if babylon can do everything what opengex could then I’ll consider using that then.


#4

alright i have couple of problems with it.
first human readable floats i have no idea who needs them just makes file size bigger. opengex uses hex representation and my proposal is base64 in json which is way much better for a 50 000+ vertex count mesh.
no shapekeys, blend targets whatever you call them.
i don’t need particle system in an exchange format
i don’t need physics in an exchange format
i absolutely don’t need lens flare description in an exchange format
but youknowwhat i will copy their blender exporter and modify it for vscene ;)


#5

yea there are a few babylonjs specific features in this format, i know these wont apply but i like the idea.

I think filesize and missing blend targets would be my biggest issue.

Glad you found interesting/useful parts in this.