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Other 3D Modelling program

Discussion in 'Projects In Progress' started by FlyingOstriche, Jun 17, 2023.

  1. FlyingOstriche

    FlyingOstriche

    Joined:
    Jul 13, 2012
    Posts:
    15
    I am working on a 3D modelling program in Unity. I have been working on it for over a week now.

    I hope to create a 3D modelling program thats easily moddable in c# and is simpler to use than blender, which I find quite complicated to use.

    Latest Update: I have rewritten it a couple of times. Added gizmos which makes editing the model much easier. Plus set most controls to keybindings instead of using GUI. Added the ability to loop select. Video is of me creating spaceship in my 3D modelling program.


    Older videos...
    I have added the ability to colour the model. Plus export to obj. And a few other improvements.


    First video with mirror modifier, extrude, and a few other basic elements of 3D modelling package.
     
    Last edited: Jun 23, 2023
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    3,899
    You are aware of uModeler and the free ProBuilder?

    Do you use a data format like Blender's BMesh? I worked on porting this to Unity for a while (GMesh). The basic model format is fairly complete, burst and job enabled. In case you want to get some pointers or even use and modify it.
     
  3. FlyingOstriche

    FlyingOstriche

    Joined:
    Jul 13, 2012
    Posts:
    15
    I was aware of Probuilder, but I wanted to work on something I had access to the source code. Also I wanted to create something which was a standalone application that could potentially be used on Ipad and on the web.
    My program stores data as faces and vertices, but currently has its own format for saving which just stores all the instructions used to create the model.
    I will need a standard model format for importing models (for editing) and a format to export to Unity or Unreal or wherever. Preferably something fairly simple and not too many files. And preferably something which can set materials and lights and animation. I was thinking about using GLTF, but haven't really decided.
    I can already convert my model to triangles. Whats the advantage of using BMesh?
     
  4. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    3,899
    The advantage of BMesh/GMesh is that you can build ALL modeling tasks out of six basic Euler operators. Once you have those implemented, you have everything you need to script the modeling of complex geometry.

    Furthermore, the data structure allows for easy navigation around the model. It's kind of like a circular, highly interconnected database. You can pick any vertex and get its edges and faces, or vice versa.

    As to file formats: GLTF and FBX are the only real options. There is no other format that works as universally as those two.
     
  5. FlyingOstriche

    FlyingOstriche

    Joined:
    Jul 13, 2012
    Posts:
    15
    Sounds interesting. I can't find a lot of info about how to create a BMesh on the web. What resources did you use? Have you implemented the 6 Euler operators in GMesh? What files are they in and where do you store the BMesh vertices, edges, and faces? What file format does GMesh read?
     
  6. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    3,899
    I went through the trouble of reading the BMesh tech doc and then re-engineering the source code for it which was kind of grueling to think that I once used to work with C/C++ and I just cannot read that tech garbage anymore.

    Modern languages like C# are leaps and bounds ahead in expressiveness and cleanliness compared to C ... and what some programmers to this day consider "okay". Like any C program in xstnc lws cts ff n nd ll vowels. Tht's jst srs sht. C prgrmmrs m ss. :D