COLLADA (I'm saying it with a "ah" at the end), and Assimp (ple as that).
And so, why COLLADA? Simple:
- COLLADA is an open standard made by Khronos (Sony specifically). The beauty of an open standard format is that it's, well, a standard! You can be assured that any output of a standard-conformant product would also read correctly by another standard-conformant product. Sad to say though, some 3d modelling products aren't that particular in their measures for standards conformance for COLLADA. But still be rest assured: Blender, Maya, 3ds Max and all the other big names in 3d modelling has good support for the format.
- COLLADA uses XML. This makes it much more simpler for you if your planning to create your own reader or writer.
- ADDITIONAL: COLLADA is, I think, the only format that is not tied to a specific company. This is a very good thing for us, you know.
- ADDITIONAL 2: It is known that COLLADA is slow to be parsed. That's true. But think of it: all other non-binary formats (like fbx) have also the same issues. For your needs, COLLADA should suffice.
- ADDITIONAL 3: COLLADA supports animations!
For the importer library, I highly recommend Assimp. Why?
- Assimp has support for any popular format you can imagine. It has a unified interface for all formats so that switching to another format is less of a pain.
- Assimp is extensible. You can thus import your proprietary format and still not modify your code.
- ADDITIONAL 4: Assimp is open source! Let's support open source software!
http://goo.gl/7VVqD
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