QUOTE(Joojaa @ 04/24/07, 02:23 PM) [snapback]264741[/snapback]
Just a question why would you need 2 formats? Since both of these targets are same thing. A format that can define animation must be in its core able to define trajectories.
Not really. One of these formats is dedicated to represented 3D marker trajectories. The other one has to represent rotations around joints. The 3D marker trajectories is what you get after a mocap session. You then have to fit it onto a skeleton to compute the joint rotation which gives the animation data.
QUOTE(Joojaa @ 04/24/07, 02:23 PM) [snapback]264741[/snapback]
If you really want to you should use fbx since it already has all the major applications in its hold link to fbx. And its also one of the most flexible of the formats, so why 2 use 1 good one instead.
The only real reason not to use fbx in this kind of capacity is if you don't want the flexibility
Actually, flexibility is what I am looking for. fbx is not doing everything I want to do and is doing far more than I would need for representing animation. In particular, I have to process markers trajectory and I want to use Matlab to do this. I want also to reconstruct the animation using my own programs. If parsing and processing fbx files is something very common, then why not...that is mainly the reason why I am really looking for widespread formats and not for software. I want to be able to manipulate them easily, do what I want and then, import/export the results to any software (at least Maya at the beginning).
Thanks for your comments.
K.