3dsmax UVW mapping / animation export .x

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stefbuet
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3dsmax UVW mapping / animation export .x

Post by stefbuet »

Hi,

I'm currently having troubles trying to export my 3D model to .x DirectX fileformat to import it in Irrlicht.
The 3dsmax file is composed by a mesh with uvw unwrap and skin modifiers, and also bones which are used by the skin modifier. Model is animated with bones and I'm using Pandasoft exporter.
When there isn't any bone, the model is loading correctly, however when I add some bones, it became smaller (it's not a problem) and there isn't anymore any uvw mapping on the model, that is too say it's like if I was just puting the texture on the model without any tex coords (but the model is correctly animated).

Anyone had the problem before ?
Also I could export my model to b3d however the exporter doesn't work for 3dsmax 2010... I tryed to export to collada then import in 3dsmax, then export to .x and it's OK but bones arre not all animated so it's not the best way to go.

EDIT:Also I figured out that the problem is the skin modifier.
If I put the skin modifier before the uvw unwrap modifier then the texture coords will be ok but no animation and size is ok. If I put the skin modifier after the uvw unwrap modifier then I got the animation, the model is smaller (it's not a problem) and there is not more uv map :(
Thanks!
Brkopac
Posts: 88
Joined: Fri Sep 19, 2008 2:36 am

Re: 3dsmax UVW mapping / animation export .x

Post by Brkopac »

stefbuet wrote:Hi,

I'm currently having troubles trying to export my 3D model to .x DirectX fileformat to import it in Irrlicht.
The 3dsmax file is composed by a mesh with uvw unwrap and skin modifiers, and also bones which are used by the skin modifier. Model is animated with bones and I'm using Pandasoft exporter.
When there isn't any bone, the model is loading correctly, however when I add some bones, it became smaller (it's not a problem) and there isn't anymore any uvw mapping on the model, that is too say it's like if I was just puting the texture on the model without any tex coords (but the model is correctly animated).

Anyone had the problem before ?
Also I could export my model to b3d however the exporter doesn't work for 3dsmax 2010... I tryed to export to collada then import in 3dsmax, then export to .x and it's OK but bones arre not all animated so it's not the best way to go.

EDIT:Also I figured out that the problem is the skin modifier.
If I put the skin modifier before the uvw unwrap modifier then the texture coords will be ok but no animation and size is ok. If I put the skin modifier after the uvw unwrap modifier then I got the animation, the model is smaller (it's not a problem) and there is not more uv map :(
Thanks!
I was having the same issues, then followed these instructions and everything worked perfectly.

http://irrlicht.sourceforge.net/phpBB2/ ... b60b533bca
Image - The glory days.
stefbuet
Competition winner
Posts: 495
Joined: Sun Dec 09, 2007 4:13 pm
Location: france

Post by stefbuet »

Hi, thanks.
However the XActor plugin only export my skeleton and not the model.
Is there a special thing to do to either export the model within the PSA file or something else ?
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

I've got the pandasoft exporter working.
I set it up following this tutorial,
http://knowledgebase.quest3d.com/browse/detail/58
and made a sweet UWV map (one that doesnt have overlapping edges and such).
stefbuet
Competition winner
Posts: 495
Joined: Sun Dec 09, 2007 4:13 pm
Location: france

Post by stefbuet »

How did you animate your model?
I'm using bones and a skin modifier but I know it's possible to handle that with a Physique modifer too.
Also I can't follow your tutorial for the simple fact it's using "3dsmax ticks" in animation tab instead of "key seq" i'm using, and if I select "3dsmax tiks" there is not more animation :(

EDIT : Maybe it's my model which is bad because when I try to export it to collada with the standart 3dsmax exporter I get an advertisment :

Code: Select all

The plug-in does not retain the orientation of Diagonals on Editable Poly objects. This could have an impact on modified UV coordinates. Refer to the Online Help for more information. The following objects are affected:
 -body
EDIT2 : I Managed to get the right animation and rigth uv mapping doing the following :
-convert the editable poly to editable mesh
-export to collada
-import to 3dsmax
-delete one copy of the model, I don't know why the exporter duplicate my model :o
-add bones on the importer file and add the skin modifier and animated
-export to .x with pandasoft

That is relatively long :P
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Post by christianclavet »

I've tried this plugins named XPORTER from a japanese site.

Seem to work well with the test I've made with it.
The plugin can import & export .X models into numerous versions of MAX

Was able to import a .X mesh with bones, work on the UV and export it back with the UV corrected. It displayed correctly into a IRRlicht demo I was checking out. The skin modifier was there but not Physique.

URL is here:
http://mofo.pns.to/wibs/#5

NOTE: For the UVW problem, What I mostly do, is select the Skin modifier in the stack and do a "CUT", collapse the stack and then do a PASTE. What I got is a UVW map ok with the SKIN over it. (That what I did for editing the UV on the model and export it back)
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

stefbuet wrote:How did you animate your model?
I'm using bones and a skin modifier but I know it's possible to handle that with a Physique modifer too.
Also I can't follow your tutorial for the simple fact it's using "3dsmax ticks" in animation tab instead of "key seq" i'm using, and if I select "3dsmax tiks" there is not more animation :(
Tiks work just fine for me, and I am using keyframed animation with bones, p.s. Its not my tutorial.
stefbuet wrote: EDIT2 : I Managed to get the right animation and rigth uv mapping doing the following :
-convert the editable poly to editable mesh
-export to collada
-import to 3dsmax
-delete one copy of the model, I don't know why the exporter duplicate my model :o
-add bones on the importer file and add the skin modifier and animated
-export to .x with pandasoft

That is relatively long :P
Yeah, I had to re-rig my model before it could export. Seemed like it was messin' with the uwv's.
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