Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Blender Exporting .X Files

Author
Message
justinformed
14
Years of Service
User Offline
Joined: 12th Sep 2010
Location:
Posted: 13th Sep 2010 00:01
My friend are working on a game he is creating our 3D models in blender but we have come across a problem that I can't seem to solve...all of the .x files that blender exports are TINY!! we exported a human it took forever to load and was like 4 pixels on the screen!? any ideas?

thanks in advance,
justinformed

"Know your enemy and know yourself and you can fight a hundred battles without disaster."

-Sun Tzu
Pbcrazy
16
Years of Service
User Offline
Joined: 25th Sep 2008
Location: ...pillow room...
Posted: 13th Sep 2010 15:19
That just had to do with your scale I think.

Are they tiny when you import the .x files into your game engine? Or just back into Blender?
Duke E
15
Years of Service
User Offline
Joined: 10th Mar 2009
Location:
Posted: 13th Sep 2010 16:49
The units in blender and DBP corresponds.
If your model is the size of the default box (2 units) it will be tiny when loaded in to DBPro.

Note that scaling a model in Object mode is not that good sometimes.
Press "N" to check the scale of the model. To reset a model to 1/1 scale use Alt+"S"

Regards
justinformed
14
Years of Service
User Offline
Joined: 12th Sep 2010
Location:
Posted: 14th Sep 2010 16:57
Ok I'll try that...but my friend made the man HUGE before he exported it so i think its more of an exportation error...also if I remember right it wouldn't open correctly in DirectX when we tried to open it

@Pbcrazy - I am importing them into DBPro

"Know your enemy and know yourself and you can fight a hundred battles without disaster."

-Sun Tzu
Kira Vakaan
15
Years of Service
User Offline
Joined: 1st Dec 2008
Location: MI, United States
Posted: 18th Sep 2010 06:22
Hm, the exporter exports meshes from Blender using only Blender's units. There's a one to one to one correspondence between the units of Blender, the exported file, and DBPro. Also, I've noticed that meshes with very large amounts of vertices don't usually work well with the .x format. It would seem that the importers for the DirectX Viewer and DBPro kinda freak out on large .x files. Not the fault of the exporter as exporting static meshes is hard to get wrong. How many vertices does the character have? Or have you already solved your problems?

justinformed
14
Years of Service
User Offline
Joined: 12th Sep 2010
Location:
Posted: 20th Sep 2010 01:33
I don't know how many vertices my friend made him not me...i'll ask when i get a chance

"Know your enemy and know yourself and you can fight a hundred battles without disaster."

-Sun Tzu

Login to post a reply

Server time is: 2024-11-24 11:10:55
Your offset time is: 2024-11-24 11:10:55