hey.
read here:
http://www.elysiun.com/forum/viewtopic.php?t=25846&start=30
But better if you read the previous 2 pages in that thread, too.
I explain there (I'm there Extrudeface) how to export from Blender.
Blender x exporter is a huge effort of certain user-coder, but you have to know it yet have some limits (yep, is a wip) :
- Root bone movement not allowed yet. So, you have to animate all "in place" . If teh character jumps, you want move the root bone (well, the character asa whole) but imagine how it'd be seen if you moved up and down fthe character. So, you will need to code the character moves to make the jumps, etc.
-You have to rename bones: usually most x engines do not support Bone.001 type of name, but bone001, for example.
-Same with materials.
-Both mesh and armature must have same origin location and rotation.
-Only one mesh and one armature allowed.
-Do not brake the mesh or leave parts unwelded.
-You need to select both armature and mesh, and hit ctrl A , I think is for have same rotation/loaction, too. Though you made this so also with N key, with each, Is needed. Indeed, I was testing it again, and after adding a material and some uv coords, it may be seen wrecked in the x viewers, apply a ctrl+a, and it works again.
-ik is not supported.No empties as ik solvers, etc. Maybe it is allowed but you needed to select all bones in every keyfram, and hit I, choose then LocRot (it keys location and rotation)
-export as directx8.
There could be something more in that thread more stuff is seen...
there in that thread there's an example *.blend, and x file, so u can see it's possible...tested with several x viewers, for example, the two I have of MS DX sdks...
I was a tester for that exporter for long time, till it got included recently in the blender 2.34 final version.
The exporter coder is in holidays, but he could come back more or less today...so, my advice...keep an eye on that thread, as I guess is the one in which the author is gonna post anything else new...
The exporter, provided it has for now some limits, can do exports of weighted animation, mainly the key here is you need to know in your db pro code how to translate the character out of the "glued" position, so to fake the jumps, crouchs, etc.
BTW, I wouldn't worry much, as Ben told me he perhaps may fix that too...Keep in mind is a work in proccess, a beta, so, things are most surely gonna get polished, I suppose now even more that is included in Blender "oficially".
Sorry if i miss some of these threads, it happens to me that I often miss stuff from one comunity to another...