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3 Dimensional Chat / Blender3d to .x

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Mucky Muck Ninja
22
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Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 17th May 2004 02:39
I just started using Blender3d and I really like it. I was able to create some neat stuff. Now I want to export my stuff to .x and use them in DBPro. However, everytime I export a model to x and then try to load it in DBPro, it doesn't work. Is it a bug in Blender?

Am I an Idiot...or is everyone else just really smart?
i am foonman305
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 17th May 2004 20:09
Feel free to zip up the .X file and the textures files that it uses and I'll check out the file for problems.
--
TAZ

Nazgul
23
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 18th May 2004 15:11
I exported x files from blender seen ok with several versions of deep exploration demo, as well as ultimate unwrap.

Yet though, animated x files with bones and weights is in the works.

http://www.freewebs.com/sysiphus/<--3d fight model there
Oliver
23
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 18th May 2004 19:09
Yea, i'm not sure about older versions of blender, but models saved as .x from blender 2.33 do not load in DarkBASIC nor in Deep Exploration. I've also been trying to get this to work recently because blender is a serious cool modeler, some of the scenes and movies rendered with blender look nicer than anything made in 3ds max etc.
Nazgul
23
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Joined: 20th Jan 2003
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Posted: 19th May 2004 10:58
with blender 2.32 it export x files perfectly read in deep exploration demo... tested right now.

http://www.freewebs.com/sysiphus/<--3d fight model there
They Killed Kenny
21
Years of Service
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Joined: 18th Jul 2004
Location: FL, USA
Posted: 20th Jul 2004 10:52 Edited at: 21st Jul 2004 01:17
So does it work or does it not work? can someone tell me? Im using 2.33a of BLender 3d


WinXP, 1.70 Ghz Celeron Processor, 3D Extreme Intel Graphic AGP, 40GB HD + Ultra DMA, 128 RAM, 100Mbps LAN & Internet.
Nazgul
23
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Joined: 20th Jan 2003
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Posted: 21st Jul 2004 21:07
it works...but final version has not been released publicly yet..patience...

http://www.freewebs.com/sysiphus/<--3d fight model there
greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 27th Jul 2004 15:04
Or, you can export them to .DXf and then import them into 3d explorer, and then save as an x from there.

If you want them to be uvmapped though, i am not sure how to do that in blender, but i found a way using lithunwrap.

if you need help, email me at [email protected]

ZAc

I got best and fairest for soccer WHOOHOOO!
Nazgul
23
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 28th Jul 2004 17:40
Here there's the latest beta I have.I am a betatester for the exporter, and I have been allowed some days ago to give it away in forums. (mainly game engine forums is what I visit)

Grab it here, but beware you will still need th armature and mesh have same location and rotation.

In his site, ben explains how to do this, but for what i see, the version hanged right now there, is older than this beta, as you no longer need to flip normals.

Just the location/rotation problem, and that you need to rename the bones(AND MATERIALS, like grey.001, etc) so that is not like bone.001 and so, as the x engines and viewers don't understand it. So, rename to stuff -better for u anyway- like "Lshoulder" , "Rhand" , etc.

I think he has comited to cvs this version, or even a newer one. For 2.34, so it probably will be in export menu in 2.34.

So, you need to use one of the latest builds, or any heading to 2.34. I always use the one he used for this beta, so to ensure it works... (neither sure if it was bfblender20040702 )

He is working on fixing mainly the need of the armature and mesh have same location and rotation, which is the only important problem remaining (he solved a lot more) but is not sure it will have it fixed in final 2.34 version...maybe yes, maybe not.

Many engines do require you resave the file in the tool from MS SDK 8.0 called MVIEW.EXE. I think you can run it in Wine if you use linux without problems.

I uploaded mview here, also.

This two uploads I made are temporary, so, grab them now if you are interested.

blender exporter beta
MVIEW


And to thank once again Ben Omari for his great effort for gaming comunities wishing to use blender for their games. Right now I am spreading this beta by several game engine forums


PD: I have deleted the mesh which came with it. You have two options...build your skelleton and mesh in that scene file, or if your confident at this, go selecting the several script from the text editor window at blender, there's a drop down list where you choose from (you need to click on the double tiny triangle icon) , and choose I think..well, the one that comes preselected.I am not very sure now, but I think it was 'direcx8exporter'.

not exporter234
nor directx8-UU3d.

(not sure right now...it can be directx8exporter or exporter234...I'm inclined to think is the first one.)

Again, I must thank Ben as that UU3d version is an special modification for the script that he has made for the users of the comercial uv mapping and animation conversion package called ultimate Unwrap (www.unwrap3d.com) as it wasnt working (some different things) and is kind of useful tool in gaming. He solved its problems, too.

So the other option if you don't want to load the same scene allways is to save the script you wish (after selected) as *.txt, rename out of blender as *.py. And then just open the py in the text editor of any of your blender 2.34 (test build ) scenes, and run it like with any export script.

The older version of the script, previous to this beta, is here:
http://xoomer.virgilio.it/glabro1/python233.html

these days, Ben is -I suspect, but I am not sure- surely taking some relax, holidays or something. So , don't email him, please -in case you have his working email, which I doubt - as you'll then fill his account, probably.

Is a beta version. I am a blender newbie, but I have been able to deal with it, with a bit of help from him(the tips mentioned here). But is that, non final version. This is just for in case some "advanced" (the "" are because is only needed what I recomend here, and also know how to handle armatures and basic keyframing to make the test... ) blender users that do not want to wait till a final version

Remember, now only stuff to solve is the bones renaming(OOPS, AND MATERIALS) needed by the user, and set location of mesh and armature the same when you start, as well as same rotation for both. I post his instructions for it right from his site, which I suppose these ones still apply :

"The mesh and the armature must have the same origin location and rotation set to (0,0,0).
(for the location select the mesh and press N.Set the LocX,LocY and LocZ as the Armature)
(for the rotation before parenting press Ctrl +A for both and confirm)"

[not sure if he means that also for latest version..I mean, I know armature and mesh must have same location, but don't know if still must be 0,0,0 in latest bet ai have]

"Armature)
(for the rotation before parenting press Ctrl +A for both and confirm)"

"Many viewers or engines doesn't support names with the point within(ex.Grey.003, Bone.002 etc)
so it would be better to rename before exporting materials and bone names"

"-The exporter will not work if the mesh has faces with less than 2 vertices and more than 4"

Pant...I think that was all...but surely I'm forgetting something...

http://www.freewebs.com/sysiphus/<--3d fight model there
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 29th Jul 2004 01:54
Since we don't have a voting system, excellent post!
--
TAZ

The "it" is a kind of force that gives rise to technology, something undefined, but inhuman, mechanical, lifeless, a blind monster, a death force.
Nazgul
23
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 29th Jul 2004 02:48
hehe, thanks...

but it's a beta...I can make it work, but for ppl that don't know it well, may find problems...

an experienced user of blender should have no problems at all, if read my tips.

thx,

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
23
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 29th Jul 2004 17:31
UPDATE. Maybe, and only maybe, an easier way now...a preview of the Blender 2.34 may have included the latest beta in export dialogs of blender...but I have it not confirmed by the plugin author :

" Scripts:
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu). Thanks all, great scripts; "

here is the test build of this preview version of 2.34 :

http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=4177&start=0&postdays=0&postorder=asc&highlight=

http://www.freewebs.com/sysiphus/<--3d fight model there
Gazzaden
22
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Joined: 21st May 2004
Location:
Posted: 14th Aug 2004 05:45
Can someone come up with a nice tutorial, step by step on how to export an animated character from Blender into DBP? Perhaps using a very simple armature/skin combination. Then take us through the steps in 2.34. If I knew how to do it, I would surely write it. This Blender thing could be a huge boost to the DBP community.

Gazzaden

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