Hi,
I am trying to export .X files from 3d Studio Max using the Panda exporter and loading them with Irrlicht. It doesn't work:
the ISceneManager::getMesh() function is successful however nothing is displayed.
When I look at the run-time debug information I see messages like:
"Unknown data object in x file: Material"
"Unknown data object in material list in x file: {"
"Unknown data object in material list in x file: SkinWeights"
"Unknown data object in frame in x file: AnimationSet"
"Unexpected ending found in Frame in x file."
"Mesh without material found in x file."
anyone knows what's wrong?
To me it seems Irrlicht is not parsing the file correctly or the file is not exactly in the "IrrLicht" expected format.
if so then
What options should I enable/disable in the Panda Exporter Window in 3DS Max for the IrrLicht to understand it??
Or perhaps it's a different problem? help me please.
Importing .X
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I posted that before and found the real answer
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=1616
Scroll down and you see in quotes the exact same error messages you report.
There are differant .x formats apparently. You'll have to check the link on page two and download the directx 9 thing to run mesh uh... I forget what its called. Load them up in there, save it in a certain way, then its compadiable with the standard Irrlicht uses.
Just click that link and read through all the post to learn more.
There should probably be a note added in the official documents about it, eventually. I'm sure many more will have this problem in time.
Scroll down and you see in quotes the exact same error messages you report.
There are differant .x formats apparently. You'll have to check the link on page two and download the directx 9 thing to run mesh uh... I forget what its called. Load them up in there, save it in a certain way, then its compadiable with the standard Irrlicht uses.
Just click that link and read through all the post to learn more.
There should probably be a note added in the official documents about it, eventually. I'm sure many more will have this problem in time.
The last sane human being in a world gone mad
http://s8.invisionfree.com/Game_Maker_f ... hp?act=idx
http://s8.invisionfree.com/Game_Maker_f ... hp?act=idx
I tried the recommended way exporting X file from 3ds, opening using mview.exe of the DirectX9 SDK and saving it as X file again.
However, sometimes even the mview doesn't show the same model/colors/animations as the 3dStudio original. And sometimes the IrrLicht doesn't show animation or original colors.
Does someone know of a good and proven "Work flow" to export from 3DStudio and import it to IrrLicht with minimal damages on the way?
However, sometimes even the mview doesn't show the same model/colors/animations as the 3dStudio original. And sometimes the IrrLicht doesn't show animation or original colors.
Does someone know of a good and proven "Work flow" to export from 3DStudio and import it to IrrLicht with minimal damages on the way?
"I tried the recommended way exporting X file "
You meant that on my sig?
and did not worked??
Max 5 or 6?
The dwarf was made with Character Fx ( *whistles* )
and it works.
But Max also..
Usually should not be needed the opening in mview, just the panda export as I explained... in some cases seems it reformats someway...if you didnt, use those settings bellow....
You meant that on my sig?
and did not worked??
Max 5 or 6?
The dwarf was made with Character Fx ( *whistles* )
and it works.
But Max also..
Usually should not be needed the opening in mview, just the panda export as I explained... in some cases seems it reformats someway...if you didnt, use those settings bellow....
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
I recently read that Irrlicht only likes this layout;
and not this
Changing it in a text editor fixed the problem for someone else.
Of course the .x model has to be in text, not binary.
Code: Select all
function
{
}
Code: Select all
function {
}
Of course the .x model has to be in text, not binary.