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3 Dimensional Chat / Blender .x export

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Madscientist
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Posted: 23rd Dec 2009 02:33
I made a model in blender, UV mapped it and animated it but when I export it to .x I can't open it with dbpro. It's not dbpro but the .x file itself. I attached a zip with the objects and their uv images. Help?

If it hasn't exploded yet, I haven't touched it.

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PW Productions
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Posted: 23rd Dec 2009 02:54
I opened the models up in a DirectX viewer, they are both not animated.

1ST pic...

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PW Productions
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Posted: 23rd Dec 2009 02:54 Edited at: 23rd Dec 2009 02:55
2nd pic...


I'm not sure what the problem is (other than the anims not exporting for some reason), are you sure you're doing everything right in DBPro?

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Madscientist
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Posted: 23rd Dec 2009 03:07
well in the model is all supposed to be together like this.

If it hasn't exploded yet, I haven't touched it.

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PW Productions
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Posted: 23rd Dec 2009 03:10
I know... I was saying that the .X file doesn't have animations. Try re-exporting it, tweak a few things and see how it works out.

Kravenwolf
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Posted: 23rd Dec 2009 04:32
Blender's .x exporter is very buggy...

Kravenwolf

Duke E
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Posted: 23rd Dec 2009 09:20
Upload the .blend file so we can take a look at it.
The problem is most likely in the rigging. Though bugged, the .x exporter works but it is picky. Any errors in IK chains and weight painting makes it fail even if all seems to work properly in blender itself. Also check for script errors in the console window when exporting.
Madscientist
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Posted: 23rd Dec 2009 20:52
Well here's the .blend file. I put it in a zip because of some image files. If anyone can fix it, please do.

If it hasn't exploded yet, I haven't touched it.

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Duke E
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Posted: 23rd Dec 2009 23:17
Have had a look at it now,

Good news on the hand/arm (and some bad).
The arm rigging and anim seems ok, and when exported without the gun it loads ok. Are some vertexes that are attached wrong in the ring and middle finger though need to take a look at these before UV mapping and exporting, these vertexes dont display correctly in .x file formats as it is now. Some normals are inverted also.

Problem with the load crash is the gun.
It has been inserted wrong in to the NLA (i have done this sometimes too, selecting objects in the wrong edit mode when animating) it's possible to delete this association but i dont remember how, i had to edit the links manually and learned the hard way not to animate in the wrong mode.
A workaround is to delete the gun parts from the main file and Append / link the gun/mag/cartridge models in again from a separate file. When appended and you are pretty much set to bone animate the gun also (if need be, test run it first).

Also it is "Shape" animated. I don't know if the .x file format works with shape anims at all in DBP/fpsc? (have never used it anyways, come to think about it it should work, would be the same as ofsetting limbs).

I did the append steps to the file i uploaded. I have not tested the animations but it loads ok, the vertexes on the fingers and object centering is off but that is fixable, just needs some more work.

Animate in steps and export/test with regular intervals. The .x exporter is picky when it reads Blenders internal data, Blender internally understands the faulty animation links but the .x format wont.

Regards

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Gamer X
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Posted: 24th Dec 2009 05:35
Here is a tip for exporting in direct x with blender.

delete everything you are not using in the editor (light, camera, ect.) when in the direct x export options, have anim, swap zy selected, and then click export all. This will export all animations and models.

Madscientist
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Posted: 24th Dec 2009 16:49
Whenever I set the speed option when I export just the hand, the .x file crashes dbpro but when I don't set the animation speed, the hand's animation isn't exported.

If it hasn't exploded yet, I haven't touched it.
Gamer X
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Posted: 24th Dec 2009 21:24
never set the speed

Duke E
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Posted: 25th Dec 2009 02:35 Edited at: 25th Dec 2009 02:40
Quote: "delete everything you are not using in the editor (light, camera)"

This is unnecessary, the exporter automatically deletes anything not exportable.

Quote: "never set the speed"

Correct, only select:
Anim
Swap zy
Flip Z

The exported .x model i uploaded animates quite happily with the code below.

However the "Shape" animation of the gun's bolt action is not working (as i thought it would ). Only the hand animates and the gun follows it OK, but thats because the gun is parented to the arm and the cartridge is "LocRot'ed" to one of the bones.

Madscientist
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Posted: 25th Dec 2009 16:48
Well the hand mesh is severly deformed when I load it into dbpro and also you can only see the hand's uv map.


If it hasn't exploded yet, I haven't touched it.
Duke E
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Posted: 26th Dec 2009 02:43
Yeah, it's deformed, I said it was not centered correctly.
I'm sure you can work on it and get it sorted.
Madscientist
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Posted: 26th Dec 2009 16:04
I think I'll delete the rigging and redo it. I'll also use armatures instead of shapes for the gun.

If it hasn't exploded yet, I haven't touched it.
Madscientist
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Posted: 9th Jan 2010 18:51
Here, I used bone animation for the handgun but it still crashes DBPro. Anyone want to help some more? I attached the bone animated version with the uv image and .x file.

If it hasn't exploded yet, I haven't touched it.

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Mr B Awesome
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Posted: 16th Jan 2010 21:00
In my experience, it is perhaps better for your health to forget about exporting animations to .x, because the exporter will not support the fantastic tools blender has.

If you do not construct the armature correctly, it will crash.
If you parent the armature incorrectly, it will crash.
If you use some IK features, it will crash.
If you do not export with a 3D window open, it will crash.
If you use any modifiers, it will crash.
If you do everything correctly, the planets are aligned and your soul is pure, it may still crash anyway.

It might be better to try with the B3D exporter.(proper standard)
or rig in fragmotion/milkshape.

Secretly competent too...

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