... for other Objects.
I wan´t make joints in a Room Mesh ( x File ), so I can keep their matrix position and Rotation Infos to Place Objects. My Problem is, when I place 1 Bone in the room, the exporter ( Panda x exporter ) export the Bone as mesh, not as Bone or Joint ( In the export Option, i switch bones on ). How can i made these joints in Max?
Sorry for my bad english, I hope you can understand my problem...
Joints in X File ( room ) as position keeper...
since i'm not using 3dsmax i cant help you in this point but it seems your exporter is defect, at least it forgot to set a semicolon like the console said (could be corrected manually in a texteditor)
long time ago i tryed max and i barely remember max was able to convert armatures to meshes.
trying to export armature and room seperate from each other (make shure they have the same origin). this should allow you to load mesh and armature seperate and still get your placeholder. (i'm not so much in coding but aren't there problems when importing levels with bones?.. i dunno but i could think it might be a problem)
long time ago i tryed max and i barely remember max was able to convert armatures to meshes.
trying to export armature and room seperate from each other (make shure they have the same origin). this should allow you to load mesh and armature seperate and still get your placeholder. (i'm not so much in coding but aren't there problems when importing levels with bones?.. i dunno but i could think it might be a problem)
Thx for your answer. Nice to see an landsman from Germany ^^. But the errors come too, if I load a normal Box with one Textur applied on it. I copy the x File so that someone, who knows the format Convention can take a look on this... I´s ab Box with one Texture on it. Exported with Max 5.1 And the Panda DX Exporter 5.
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http://irrlicht.sourceforge.net/docu/cl ... esh_x.html
this should give you information about the joints while using it as animated mesh. but if its static mesh used 4 level-geometrie i dont know if it works. usualy static meshes dont really need bones.
if it's about placeholders- writing a xml-file with positoning data might be an other way. i used this 4 my upcoming fps to define spawnpoints. works fine unless you have lots of points... ends up in writing looong xml-files.
ps: i wonder y everybody is using max...if you have too much money i can give you my bank-acc-number. blender rox =)
this should give you information about the joints while using it as animated mesh. but if its static mesh used 4 level-geometrie i dont know if it works. usualy static meshes dont really need bones.
if it's about placeholders- writing a xml-file with positoning data might be an other way. i used this 4 my upcoming fps to define spawnpoints. works fine unless you have lots of points... ends up in writing looong xml-files.
ps: i wonder y everybody is using max...if you have too much money i can give you my bank-acc-number. blender rox =)
-
- Posts: 13
- Joined: Wed Sep 28, 2005 5:15 pm
- Location: sweden
direct3D .x files?
Do anyone know a good program to model them?
-
- Posts: 370
- Joined: Mon Aug 29, 2005 10:54 pm
- Location: http://web.utk.edu/~pfox1
As ThommyE stated, Blender is a good cheap modelling program. Personally I prefer Milkshape. By the way, I do know that milkshape offers functionality to get a bone's matrix and it works quite well. Also, I would recomend in using xml or some other format to record points in a level as you may find that they need to be moved often, and it would be a pain to have to go back into your modelling program, move the point what you think is a good distance, then go back into your game and test it...