.x animation not being textured properly

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admgamer
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.x animation not being textured properly

Post by admgamer »

UVW Unwrapped it and stuff.

Looks all fine in 3ds max, export it using Panda X and in Irrlicht the map is basically unwrapped it looks like.

does anyone know if you have to save the uvw settings or anything when exporting?
Zeuss
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Post by Zeuss »

I am going to become known as the advocate of kwxport.

Partially because of the headaches panda exporter has caused me before it is like a breathe of fresh air.

So give kwxport a go

http://kwxport.sourceforge.net/

It has proper skinning, animation and texture support that seems to be pretty compatible with Irrlicht.
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hybrid
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Post by hybrid »

Also read what the console tells you about problems in loading the mesh or textures, and try the latest SVN version, because mesh loaders are constantly enhanced.
admgamer
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Post by admgamer »

i've tried kwxport but nothing gets exported (x file exists but nothing in irrlicht), rather strange.

these are my kwxport options, i dont know if anything is wrong here?

Image

and just to give a bit more info,

this is how my dude looks in 3ds max (hes not supposed to be graphically amazing, just an example project:

Image

and when using panda this is what he looks like ingame. which from what I can tell is the texturemap applied to the model in 3ds max but with no consideration to the UVWUnwrap coords.

Image
JP
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Post by JP »

Ticking the Export Materials box might help ;)
Image Image Image
Zeuss
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Post by Zeuss »

tangents are not supported from .x (as far as i know). I did write my own reader for them.

Tick on export materials.

I am guessing there is something with ur max file that the exporters don't like?

Does the character only have 1 material applied to it, and does it only have 1 UVW unwrap?

Have you tried collapsing the stack and exporting an unskinned character? If that works re skin it and try? Horrible I know but sometimes exporting can be a real pain.
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admgamer
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Post by admgamer »

I had an old version of the file before biped so redoing that, am i missing a step from here to physique? or is using physique the thing thats screwing it up

I usualy do mesh > uvw unwrap > create biped > add physique to mesh and join to biped > load animation.

When you say 'skinning' am i missing something?
Zeuss
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Post by Zeuss »

Ahh physique is the old style of riggin a character.

Try the skin modifier, its easier to use and a lot more powerful.
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admgamer
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Post by admgamer »

Applied skin modifier, and export stragt off to .x and the texture UVW coords are just reset :( very annoying
admgamer
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Post by admgamer »

am i missing a set when importing materials in for an animated character?

Code: Select all

		
IAnimatedMesh* NPCmesh = gameData.m_Smgr->getMesh("inn/q.x"); 
IAnimatedMeshSceneNode* NPCNode = gameData.m_Smgr->addAnimatedMeshSceneNode(NPCmesh); 
NPCNode->setMaterialFlag(EMF_LIGHTING, false);
NPCNode->setMaterialTexture( 1, gameData.m_Driver->getTexture("inn/map.tga"));
night_hawk
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Post by night_hawk »

Try

Code: Select all

NPCNode->setMaterialTexture( 0, gameData.m_Driver->getTexture("inn/map.tga"));
0 instead of 1. Material count starts from 0.
admgamer
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Post by admgamer »

i've tried that but to no avail :(

Tried remapping my guy too but its always the same thing, the second I put the skin (or physique) modifier on and export it rests the uvws.
hybrid
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Post by hybrid »

If you properly export the material, the texture should be loaded automatically :!: Maybe you can upload the mesh somewhere for us to test? Please include the textures, otherwise it will be pretty problematic to test :)
admgamer
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Post by admgamer »

Ok thanks, here is the guy and map.

http://www.mediafire.com/?nesleibpy2m
admgamer
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Post by admgamer »

does anyone know if it could be something with the biped? the names or that its not textured, so when you apply the skin and select all the bones it would screw up?
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