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3 Dimensional Chat / Blender .x export links

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Madscientist
15
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 27th Feb 2010 18:13 Edited at: 27th Feb 2010 18:25
It is fair to say that just about all blender users using the .x export are having a lot of problems. The reason I'm posting this is so that anyone who has a tutorial or knows of one post it here. That way everyone can try to fix there problems without having to post them and easily look up a .x export tutorial.
So go ahead and start posting tutorial links or actual tutorials.

This is what I have found:
1: Position your objects at 0,0,0. Do this by Shift-C, Click you model Shift-S > Seclection->Cursor

2: Apply Scale/Rotation, Space>Transform>Clear/Apply>Apply Scale and Rotation to ObjData

3: In the X exporter for animations select Anim, SwapZY, Flip z, Export All. DO NOT CLICK THE SPEED BUTTON!

4:For Animated Models make sure there is a vertex group for ever bone

5:For Animated Models Make sure all Bones are connected. Select two unconnected bones and hit CTRL-P > Connected

6:You cannot have certain names for Objects, Vertex Groups or Bones ex: String

If it hasn't exploded yet, I haven't touched it.
Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 3rd Mar 2010 12:46 Edited at: 3rd Mar 2010 12:58
Agreed, Blender's .x file support is tragically lacking. I use 2.49 most, but I just downloaded the 2.5 alpha to see if they've updated the exporter, and it appears they ditched .x support altogether. If it's any consolation, a couple days ago, after a bit of frustration with the shipped exporter for the 29,000th time, I started writing a new exporter. Things are running smoothly, and I hope to have a WIP up soon. I'll post back here too.

I'm writing the exporter with DBPro in mind, so some things might be slightly tailored to DBPro's nuances and might not be very applicable elsewhere, but ah well.

So far, static multi-textured meshes with arbitrary numbers of parents export just fine. Wish me luck on the rest!

Edit: UI!
Madscientist
15
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 3rd Mar 2010 21:09
Sweet man. The trouble I have is animated meshes with armatures. You have to do so many things to both the mesh and armature to make it export right.

If it hasn't exploded yet, I haven't touched it.
Kira Vakaan
15
Years of Service
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 4th Mar 2010 00:37
Yeah, it's just about impossible. But I wrote a .x file with a boned mesh in it by hand so I could learn more about the format, and I got that working in DBPro, so I should be able to pull this off.
We'll see.
Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 8th Mar 2010 09:47
Hey, so I created a WIP thread for my exporter. Basic object animation is working, and Armatures come next.

Here's the thread:
http://forum.thegamecreators.com/?m=forum_view&t=166987&b=3
Madscientist
15
Years of Service
User Offline
Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 8th Mar 2010 20:51
Man that will be quite helpfull. Good luck

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

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