.b3d .vs. 3ds or .x Models

Blitz3D Forums/Blitz3D Beginners Area/.b3d .vs. 3ds or .x Models

Yeah, B3D is definately the way to go. Much more integrated with Blitz3D, besides having awesome tools like B3D Pipeline which give you a really impressive workflow to do pretty much whatever you want in 3D, letting you edit precisely the flags and not having to define anything through code related to that.
You can "render" physical animation in Max using the Rigid Bodies and the Havok processing, and save that as a KeyFramed animation and actually having "simulated" physics inside Blitz3D without having any physics library! (kinda like, recording lots of differente ragdoll deaths so as to have different ways for enemies to die in your game. It's not much, but it's definately better than doing by hand and looking un-realistic).

Also it's of great help when implementing in-game cutscenes. You can make several spline paths for what is going to be your in-game camera, and then do a Path constraint to a Dummy, and then export through Pipeline activating the "Export Helpers as Pivots" option.
Then load in blitz3D with LoadAnimMesh and getting that Child dummy, parenting your camera to it, animating your level, and voilà, ingame cutscenes!