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3 Dimensional Chat / FragMotion: DirectX Exporting Issue

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PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 10th Sep 2010 05:27
I've been rigging an animating for quite a while in FragMo now, but I've messed with some of the settings for the DirectX Exporter, and now all custom rigs turn out something like this:



And my export options look like this (I know they're wrong):



Could anyone simply post a capture of their unmodified export settings? Thanks a ton

-PwP-


If something is perfect, it probably doesn't work. -PWP
anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 10th Sep 2010 06:33
Here is mine with just the factory settings :



Hope it helps you out

Cheers,
Anayar


For KeithC
PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 10th Sep 2010 16:12
Thanks anayar! Now I can finally get back to animating


If something is perfect, it probably doesn't work. -PWP
anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 10th Sep 2010 20:32
No problem... happy to help

Cheers,
Anayar


For KeithC
vortech
14
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Joined: 18th Mar 2010
Location: Finland
Posted: 10th Sep 2010 21:55
I see that you used binary that isn't as good as text. But like anayar showed, hope it's working.


Check for pure horror.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 11th Sep 2010 20:59
...definitely use text, instead of binary, when exporting.

In addition to being more friendly to 3D engines, you can open up the text version of the .x file, in notepad, and manually make changes to it.

I do this all the time. It's especially handy for models with multiple textures, that will be used in FPSC.

PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 11th Sep 2010 21:26
So 'text' is pretty self-explanatory. No wonder, I tried opening a binary in EditPlus and it came out all gibberish... Thanks Seth Black for clearing that up a bit

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