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DarkBASIC Discussion / Questions about DB and the X format

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Maggott
21
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Joined: 22nd Sep 2003
Location:
Posted: 23rd Sep 2003 00:45
I've been working in 3D modelling as a career and 2D game programming as a hobby for quite a while now. As such, the step into programming 3D games seems obvious. However, I use Maya, and most engines don't have Maya format support. I know almost nothing about the X format, and as such, I have a lot of questions. I figued I'd save some time by asking you guys.

1. How does X store it's animation information? Is it vertex keyframing, or does it retain skeletal/character information, or does it just bake vertex positions into every frame, or what?

2. Is there a tool for converting from Maya .mb to .X that retains animation information, and if so, is there any specific way I need to make the animation in Maya? (i.e. avoid using character or clip animation, etc.)

3. Do X and Darkbasic support interpolated or offset animations? (For internal clip-style animation, morph targeting etc.)

4. Are textures stored in the X file or externally?

5. Can textures be replaced at runtime using a graphic file or other graphic resource? (Assuming the file uses the same size, format and UV coordinates)
JoelJ
21
Years of Service
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Joined: 8th Sep 2003
Location: UTAH
Posted: 23rd Sep 2003 01:20
4. i think they're stored externaly. i could be wrong.

<{^_^<}
zzabb
22
Years of Service
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Joined: 25th Apr 2003
Location: Seattle, USA
Posted: 23rd Sep 2003 06:26
well you may want to ask the guys over on the Pro page

because pro is more flexable and would probably be more suited to your skill

i thought maya could export into .x?
or .3ds?

there are tools to translate .3ds to .x
don't know about .mb

My advice is free -
unfortunately you get what you pay for (-:

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