thomthom / cities-skylines-sketchup-tools

Tools for creating Cities Skylines assets with SketchUp
MIT License
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Can this be modified for SCM files ? #7

Open DanRathbun opened 9 years ago

DanRathbun commented 9 years ago

SCM (Supreme Commander Model) files are also Y-up.

I wonder how close they are to FBX files,.. and can this code be modified to export to SCM format ?

I posted the C headers and files describing the SCM file format in this SketchUp forum thread: Re: Request for .SCM file format

thomthom commented 9 years ago

I'm not familiar with SCM at all. But all this extension do is invoke the built-in FBX exporter. For SCM one would have to create one from scratch.

DanRathbun commented 9 years ago

Did you look at the header files ?

What I am hoping is that the original guys who wrote Supreme Commander (and it's sequels,) did not invent a model format and an entire graphics library for their game engine.

Actually Wikipedia indicates that Supreme Commander games used the Moho engine. (EDIT: Seems they actually did write their own graphics engine.)

Moho has become Anime Studio, which also says it can export FBX so they can be used with the Unity engine. http://my.smithmicro.com/anime-studio-pro-10.html

This site says Moho can use OBJ files. http://www.lostmarble.com/moho/manual/index.html?import.html

Anyway I was hoping the files were really some standard format that just needed a bit of tweaking.

Conclusion: Ya know.. thinking more after reading. These animation gaming models need layer groups, "bones" and "skeletons" that are just not yet features of SketchUp. Until they are I do not see much use in creating a exporter from SketchUp.

I will recommend that the requestor use SkecthUp for basic modeling, then export as OBJ file to 3DsMax or Blender, then finish the animation features (grouped layers, bones & skeletons,) then export from there.