How do I design for jit.gl.model?


    May 20 2010 | 3:51 pm
    Stupid question, but I just need a place to start. I've been working a lot with 3D models these days in Jitter and want to do more but I'm limited in what I can import. I need to develop a workflow that I can explain to other people.
    How do I explain what models work best in Jitter?
    I understand that they need to be simple and lightweight: - Alias/Wavefront .obj files - only tessellated polygons - no advanced features of the .obj format such as NURBS or parametric surfaces
    But how do I explain to a 3D modeler the limits on textures and how jitter handles .mtl files?
    I've also been using jit.ogre quite a bit, the examples work well but I'm stumbling around trying to work out how to go from Houdini or Blender into jit.ogre (directly or otherwise). And they don't need to look like anything I just need to know what are the major considerations when exporting.
    Any insight appreciated.