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3 Dimensional Chat / X. file Header

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Dr OcCuLt
22
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Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 24th Aug 2003 05:00
ok i`m working on a way for DBpro to export .X s.but i`v down load the info on the files from MSDN but i can`t figer out how to set out the file so it loads. there is no core header template you have to ues but it do`s not tell you what templates have to be uesed to make a object.

can any one help

--Dr 0--
JAT
22
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Joined: 7th Nov 2002
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Posted: 26th Aug 2003 02:10
I could probably help you, having written a MilkShape .x exporter, as well as a modeler, but I don't fully understand what you are asking. Is it just what objects to output?

Your best bet is to study a good existing file, and then make your exporter output the equivalent. The hard part is that the extentions for the skinned mesh format introduced in DirectX 7 are not really documented, save for the three new templates in the file itself. Why they did it the way they did, I have no idea, because it could have been done a lot simpler.

Basically the joint transformations are mapped to a "frame" hierarchy under the root frame. The "mesh" is stored one or two frames (mysteriously) below the root frame. The new objects serve to map the vertices to the joints. Perhaps if you have specific questions, I might be able to help more.

-John

John Thompson
http://www.jtgame.com/jtedit
Dr OcCuLt
22
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 27th Aug 2003 02:18
thanks JAT i`v got it working now.

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