The Open Game Engine Exchange (OpenGEX) format is a text-based file format designed to facilitate the transfer of complex scene data between applications such as modeling tools and game engines. The OpenGEX format is built upon the data structure concepts defined by the Open Data Description Language (OpenDDL), a generic language for the storage of arbitrary data in human-readable format.
Download OpenGEX specification, version 1.1 (OpenGEX.pdf)
The specification is also available in print on Amazon. (The print edition currently covers version 1.0.1 and has not yet been updated to version 1.1.)
The OpenGEX format was created because Collada, the open standard that we all hoped would provide a well-supported asset exchange format, has proven to be an unreliable mess. The most common source of problems has been the poor quality of the Collada export plugins available for software such as 3D Studio Max and Maya, and we attribute this to Collada’s over-engineered design and its mutating under-specified format.
Official OpenGEX export plugins for 3D Studio Max, Maya, and Blender can be downloaded here. The source code for these plugins is provided under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
The export plugins posted here support the following features:
Note: We are currently redesigning how morphs work in OpenGEX, and the
Morph structure in the specification may change.
New export plugins that support morphing under the new design will be released shortly.
OpenGEX export plugin version 1.0.3
OpenGex.dleinto the 3D Studio Max
OpenGEX export plugin version 1.0.7
OpenGex.mllinto the Maya
Blender export script version 1.0.3
OpenGex-Blender.py, and finally check the box next to "Import-Export: OpenGEX format (.ogex)".
A free OpenGEX import template can be downloaded through the following link. See the software license in the source code.
This package includes project files for Visual Studio 2013, and the solution file can be found in the
directory. This template is essentially the OpenGEX import plugin for the C4 Engine with the engine-specific parts stripped out. It reads
an OpenGEX file and creates all of the structures necessary to construct a scene, but application-specific processing must be added in the
appropriate places to support any other software.
OpenGEX was created by Eric Lengyel and was first implemented in C4 Engine version 3.5. Development for OpenGEX was funded by a highly successful Indiegogo campaign, and special thanks go to all of the contributors.
The OpenGEX file format is registered with the Internet Assigned Numbers Authority (IANA) as the
model/vnd.opengex media type.
Copyright © 2013–2015 by Eric Lengyel