During the early days of making Sector's Edge, I couldn't figure out how to load models from OBJ or FBX files, so I made my own called VCD (VerCiDium). > Eventually I'll support more file types like OBJ and FBX It supports the typical model data: position, normals, UVs, material data, bones/deformers. There are also VCDA (VCD Animation) files, for skeletal animations - each bone has a parent, and each frame of the animation has: - a Vector3 bone offset - a Quaternion rotation Starting from the main bone (e.g. hips or torso of a humanoid), the main bone is positoned, and then each child bone is rotated and attached to the tail/head of the parent bone, and then its offset is applied (if any). Offsets are only used for gun parts, e.g. a magazine clip falling out of a gun. Human bones are usually directly attached to other bones, e.g. an arm to a shoulder. ## Scripts There's two python scripts in the ve/scripts folder that you'll need to import into Blender: - `export_vcd.py` - `export_vcda.py` - `convert_ik_to_fk.py` Once they are imported, select your model - and change it to `rest` position if it's animated, and press F3, then type `vcd` and choose Export VCD. Then change the model to pose position and run the `Convert IK to FK` script. Then delete the original model (don't save the file!) and run the `Export VCDA` script to export animations. ## VCDLoader To load models, use the VCDLoader. By default this loads [[StaticVertex]] and [[AnimatedVertex]] data, but if you're not interested in all the model data (normal, UV, tangent, etc), you can override VCDLoader and override the function that creates vertices. Animation data can't be customised - currently there's no Inverse Kinematic (IK) support and every frame of the animation is exported for every bone. It's inefficient but works for now