Quote: "What I think should generally happen is all the z co-ordinates need to be multiplied by -1 to flip them."
yep, I said that too a few posts above here
it comes down to xsi scene z axis negative/positive values are opposite to DirectX. Their dx exporter is simply not following dx specification. They are generating the file x file correctly but they are not changing their z axis values to match what dx expects. They should really fix this in their exporter.
I have messed about with the values manually and can correct the problem for the most part, but I still need to fiddle with some stuff, and find out a couple of things regarding the x file specification. There's a couple sections I dont understand what the data means, but most I do. Once I sort that I can build an app that will read in the x file (exported) and generate a new file with the flipped values, and all should be as expected. Obviously this may take a little while. Ill keep you posted on my progress
do you think its worth bringing this to xsi's attention? I guess they know about it. I think it would be fairly easy for them to include an option in their dx exporter like a checkbox called "Invert Z Axis" or something, then a simple condition test for that setting, and if its true just apply * -1 to all z values during the compile of the x file.
EDIT: when I wrote this post I didnt see your above one (this thread got a second page of posts but I didnt notice) I will have a look at the docs regarding the issue. thanks.
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