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FPSC Classic Product Chat / [LOCKED] Opening .X in 3DS Max (repost)

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Claws
18
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Joined: 5th Jun 2006
Location: Brazil
Posted: 13th Oct 2007 05:33
My thread was locked and i still can\'t find a reason for that.

Replying CLiPs post: That really sucks. My little project depends in opening .x animated character models from FPSC. I would like to modify them freely to look like what i want. So, this isn\'t possible in ANY way?
Veron
18
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Joined: 22nd Nov 2006
Location:
Posted: 13th Oct 2007 06:08
Gah, you own expensive software like 3DS Max, but don't know the formats it exports to?

Not that it matters, I don't think you should re-post this, it was locked for a reason, i'm sure.


DarkFact
18
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Joined: 18th Feb 2006
Location:
Posted: 13th Oct 2007 06:31
Import the .x file to Fragmotion or Milkshape and export to 3ds. Import to 3dsMax and do your thing. Export back to .x with the panda .x exporter.

~Dave

Phoenix Sentry Programmer
Claws
18
Years of Service
User Offline
Joined: 5th Jun 2006
Location: Brazil
Posted: 13th Oct 2007 06:45
Hello and thanks for the answer, DarkFact. But, this won't affect the .x file animations?

I came with this. If i do what you said, losing the animation, and when exporting through 3DS Max, use this: http://www.fpscreator.com/characterstudio.html to re-animate the character... will everything be "fine"? Thanks in advance for the help.

PS: Veron, yes, i do know the formats it exports AND imports, thats why i'm asking for a plugin that allows me to IMPORT .x files, not export. For exporting, you can use Panda's plugin.
DarkFact
18
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Joined: 18th Feb 2006
Location:
Posted: 13th Oct 2007 06:51
If you open and edit in Fragmotion, then no. If you use Milkshape, then you have to re-rig and re-skin before export.

~Dave

Phoenix Sentry Programmer
Claws
18
Years of Service
User Offline
Joined: 5th Jun 2006
Location: Brazil
Posted: 13th Oct 2007 08:05
That's a nice piece of software, DarkFact. I'll try it out. Many thanks.

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