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3 Dimensional Chat / Importing X into maya

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monotonic
18
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 6th Aug 2006 18:43
Does anybody of a good (free) importer for X files into maya 6.5?

I know the voices aren't real, but they have good ideas!
The crazy
19
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Joined: 20th Jan 2005
Location: Behind you
Posted: 6th Aug 2006 20:11
importer? no. I have an exporter that works great. But if I have to bring in something from .x, I usually use milkshape to convert it to .obj

hope that helps, sorry

monotonic
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Posted: 6th Aug 2006 20:17 Edited at: 6th Aug 2006 20:18
Does OBJ retain all the animation and texture info

I know the voices aren't real, but they have good ideas!
The crazy
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Posted: 6th Aug 2006 22:24
ah, shoot. animation, no. Texturing? I think I've gotten the uvs to stay the same but just had to reapply the texture. You're in a tough spot if you want to keep the animation. What exactly are you trying to do?

monotonic
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Location: Nottinghamshire, England
Posted: 6th Aug 2006 22:29
I want to import some models like from darkmatter (which are in X format) and modify some of the animations, like just the attack anim or the idle anim

I know the voices aren't real, but they have good ideas!
The crazy
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Posted: 6th Aug 2006 23:37
Well, I know this may not appeal to you, but here's what I would do. I'd take the model, re-rig it, then re-animate it. Don't know if thats legal. And I know it won't be easy, but the way I look at it, I'd be getting more experience in.

poke a fish
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Joined: 8th Feb 2006
Location: Utah
Posted: 7th Aug 2006 11:34 Edited at: 8th Aug 2006 21:13
Quote: "I have an exporter that works great."


The crazy, what directx exporter do you have for maya, and where did you get it, and if its not to much to ask, how do you install it, i've tried a few exporters for maya and they have never worked for me.

just wondering, can you export in any other than X format files in darkmatter, cuz if you can maybe thers one that will work right for you.

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monotonic
18
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 7th Aug 2006 12:29
In darkmatter 1 there was two versions of the models one 3DS and X so I just used to edit the 3DS version in 3DS Max but in darkkmatter 2 they are just X format.

I think re-rigging them is going to be the only way.

I know the voices aren't real, but they have good ideas!
The crazy
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Posted: 7th Aug 2006 18:31
poke a fish, I got the exporter with the DirectX SDK free download from microsoft. (google it) And with a little messing around I got it to work. It should work automatically for most people but I had messed it up beforehand and that's why I had problems.

So once you get that up and installed, go to Windows->Settings/Preferences->Plug-in manager->At the very bottom, click the checkbox for the directx plugin

Hope that helps

monotonic
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Location: Nottinghamshire, England
Posted: 10th Aug 2006 01:17
How about a DirectX importer for 3DS Max 6.0 or a converter that can convert DirectX files into something that 3ds max can import I've been searching the net but cannot find anything anywhere

I know the voices aren't real, but they have good ideas!
The crazy
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Posted: 11th Aug 2006 07:50
Sorry, don't know much about 3DS. Perhaps if you asked on autodesk's forums?

monotonic
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Location: Nottinghamshire, England
Posted: 11th Aug 2006 12:11 Edited at: 11th Aug 2006 12:11
Its ok I have found something that can convert between all the formats I need LithUnwrap not the most likely of candidates but it does the job beautifully.

Thanks for your help though 'The Crazy' I appreciate it.

I know the voices aren't real, but they have good ideas!
Cash Curtis II
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 11th Aug 2006 12:38
monotonic, very useful information. I guess I just need to buy Lithunwrap

It keeps the DM2 animations between formats as well?

I asked TGC for an editable format, but they seem to have misplaced my e-mail...


Come see the WIP!
monotonic
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Location: Nottinghamshire, England
Posted: 11th Aug 2006 12:58
Good point Cash, no it doesn't save the animation data I didn't notice that because I'm re-rigging them in character shop. Although I'm using the free version, the 'paid for' version Ultimate Unwrap may be different its bound to have more features.

I know the voices aren't real, but they have good ideas!
tomazmb
22
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Joined: 26th Aug 2002
Location: Slovenia
Posted: 21st Aug 2006 18:56
Hello,

For correct exporting from Maya in X format, you should follow the instructions here:

1. download the exporters from here: http://www.quest3d.com/index.php?id=102

2. download and install DirectX SDK from here: http://www.microsoft.com/downloads/details.aspx?FamilyId=C72D9F1E-53F3-4747-8490-6801D8E8B4EF&displaylang=en

3. follow the instructions here: http://www.quest3d.com/index.php?id=30&post=51466&highlight=x+exporter+for+maya

and/or here:

http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=92270&SiteID=1&PageID=1

I hope this will solve your problem for exporting an X file in Maya.

Have a nice day,

Tomaz

Why some people take programming so seriously ?
monotonic
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 21st Aug 2006 19:04
tomazmb, hi thanks for your help but it was importing X into maya that I was stuck on, but thanks anyway

I know the voices aren't real, but they have good ideas!
The crazy
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Posted: 21st Aug 2006 23:16
tomaz, I use that for my exporter as well. do you use maya? because my exporter worked for awhile, and now it doesnt export right. if you know anything about this, could you email me? thanks

crydrk@sbcglobal.net

tomazmb
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Location: Slovenia
Posted: 22nd Aug 2006 20:15
Hello,

Quote: "tomaz, I use that for my exporter as well. do you use maya? because my exporter worked for awhile, and now it doesnt export right. if you know anything about this, could you email me? thanks

crydrk@sbcglobal.net
"


No, I don't use Maya, I'm just good at finding the stuff in internet.

Have a nice day,

Tomaz

Why some people take programming so seriously ?

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