exporting to .X

Thanks Richard,
I found the path:
[b:3u5kc1iv]andquot;C:mssdkbinDXUtilsandquot;[/b:3u5kc1iv] But there is no such program.
There was also another folder in that path called andquot;X filesandquot; which only contained what looked like plug ins.
Maybe it’s not released in their latest version? ???

Anyway, how about the problem that the Ming model won’t export (It just crashes) – does this mean it’s my system going bananas? – As far as I’m aware I’m doing everthing right, but I gather you don’t have this prob?

Thanks for your continued help on this, it’s critically important to my game development.

Thanks for the prompt reply,
I tried what you said, but this changed nothing.

Can anyone else help?

Thanks

3DC 5.6’s DirectX skeletal export is correct. It’s been verified with the viewer from the DirectX SDK. It also loads properly into Deep Exploration.

What you describe sounds similar to the problems people have importing 3DC DirectX files into DB (standard). I think the trick is you have to set the andquot;rootandquot; object to 0,0,0. But, I can’t say for sure.

Anyone know the solution?

Richard

HI Rich,
I tried the Ming model, and every time I export to x, it crashes my computer. :-/

Also, when I tried MD2, it says it’s not textured, so it will not export to that either.
???

When you export, are you doing it from the file menu or right clicking on the object?

Simon

All ways.
I’ve tried:
Doing it from the main menu,
doing it from the Hierarchy (object and frame)
doing from the scene.

Same thing.

I just now andquot;unskinnedandquot; the model, then exported, and exactly the same thing happened.
Rich, should I send you the model so you can see if it’s okay?
I’m wondering if it is the model and not my PC doing something strange, as I can’t even export the Ming character.

Have you tried using the andquot;ant with skeletonandquot; that is available for download? ([img:h4levlbi]http://www.amabilis.com/mediadownloads.htm#ThirdPartyModels[/img:h4levlbi]
<!– m –><a class="postlink" href="http://www.amabilis.com/mediadownloads.htm#ThirdPartyModels">http://www.amabilis.com/mediadownloads. … artyModels</a><!– m –>
)

Richard

After much conversation with Mike who is making Dark Basic Pro, the problem is that the exporting of bones in 3DC is not compatible.
DBPro has been fine at loading milkshape / 3DStudio Max etc… but not 3DC boned objects. I just updated to 5.6, and it got better (the model was more recognizable) but still a mess of polygons.

When rotating the model, the bones fly all over the shop in a specific direction. ???

Please can something be done about this exporter (maybe an option added or whatever), as DB Pro is an imminent release and many people who are upgrading from DB to DBPro will require this function to work. I for one cannot develop my latest game in 3DC without this feature. :'(
Thanks.

When I load it into DBPro, the objects bones behave the same way; the fly off far in one direction, distorting the model.

Oh yes, as per your post about the DX SDK, I downloaded a few things relating to this (1 was 145megs) but couldn’t find what you were talking about where you can load an X model into a viewer.

I was hoping to see if it loads and see where the problem lies, but no luck finding the viewer on the MS web site.

I have a feeling there is something wrong with my particular version, if the Ming character won’t export, and also after upgrading from 5.5 to 5.6 my other model exports slightly different. Another reason I think it’s my system is that I don’t think anyone else on the DBDN forums has had this problem.

The program you want to look at in the SDK is called andquot;mview.exeandquot;.

If you unskinned a model and exported it and it still distorted in DB Pro then there shouldn’t be any deformation in DB Pro.

Richard

When you say andquot;the same thing happenedandquot;, what exactly do you mean?

Richard

Thanks, I will have another look for the program, I think it might come under SDK extras. Am downloading the 38 megs now.

I’ve just done this again to make sure I didn’t get my facts wrong…
I loaded up the model in 3DC, I [b:g7m25uyc]unskinned[/b:g7m25uyc] it, then exported to dx8 [u:g7m25uyc]with hierarchy[/u:g7m25uyc].
When prompted if I wanted to export the bones I said [b:g7m25uyc]yes[/b:g7m25uyc].

Then loading into DBPro it does the same thing. ???

Okay, I’ve downloaded the SDK extras and there is no mview.exe anywhere in it. andnbsp;:'(
I’ve tried all the relevant pages on the website and I now give up on that one.

This leaves me back at square one.
<!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –>

All,

For anyone who might be following this thread, it appears that everything is OK with the DirectX export of skeletal information.

D_Akuna,

Let me know how it goes talking to the DB guys. I would like to resolve this, though at this point I am pretty confident that the 3DC export works properly.

Richard

You probably should have said andquot;noandquot; to the bone export. If you de-bone a skinned object it will still have one bone (the root bone).

The default install of the DirectX SDK (you DO need to install it), put mview.exe in andquot;C:DXSDKbinDXUtilsandquot;

Richard

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