DirectX Exporter

Discussion about everything. New games, 3d math, development tips...
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

okay.

succeeded with panda (not Pandora ;) ) cheers for that trial magazine..


A thought crossed my mind (a weird phenomena)

It could happen like in other tools happened before...

there's no keyframe/animation in boite.x example...

that's why skinned mesh seems to crash.

Ok. Still some probs with timing. With max ticks it gets quite more slow, but heh.Though this is stuff surely easier to handle for you coders later. As is text, sure is a matter of setting the fps number or something. A minor problem.

I noticed weird deformation (added skin and bones, have not checked cstudio yet) , but solved putting mtris keys or sumthin...

I'll put ALL the setting bellow, as the only purpose here is make your code work with this...

does not means are ideal values. Are just ones that make it work, at least for now skin and bones (hehe, say goodbye to biped...nah, dont worry, i'll try to solve that also...) So, copy this list and paste somewhere else...

I export directly to tiny.x, for not loosing time, at its folder...

-mesh definition - yes

-optimize. dunno. i have tested with yes and no...works all the way...it seems. Dunno if optimize the mesh, or the keyframe number or...

-materials - yep. And I report it seem to load them ok, attached, uvs correct. Though that dark textures and my dark monitor don't let me see it well...


- Include animation YES. (oops , now that i see.. it said requires frames. Maybe it meant, if not, I will crash MS skinviewer... ;) )


- Bones YES

- geometric, yes
-dummy, yes (maybe later it can be used for collision, damage areas?)
- mesh normals yes (imho this one is iportant..)
- mapping coordinates yes.
- flip normals NO
- vertex colors . No. (for now..havent tested yes, though)

** Animation tab **

- MATRIX KEYS (dunno why , putting no here, would deform uglily th ebox...a pair of vertex have 0.5 weights...but the others should not deform. When I set MATRIX KEYS yes, the problem disappear. Note that it could be killing partial weights. A box is not enough to test this. I don't know what Matrix are, apart from a film... ;) )

- 3ds max ticks. Is said to add much more keys, so much more memory. With "keyframes" instead of ticks, it goes to quick, but though surely is the way to go..dunno...if memory is not eaten with lots of frames but is eaten with lots of keyframes...then your battle is add lots of frames as they will smooth all between keyframes, and minimize the keyframe number. Surely this can be done by code. So I don't see much of a problem. More a thing to polish with some trial and error.

- ok, seems all problem was having no animation in it...as the "include Animation Options" can also be used(marked). And quite better as spline interpolation is way smoother than linear. I think Niko added support to it.
dunno what "closed" refers to, but I set closed.


- animation sampling rate. No idea. And seems is not the fps. I tell you, I am quite new to this plugin...I leave it at 30.

** texture options **

- texture conversion (I put "none")

- scale texture NO.

- use full path name NO.

** x file settings. **

- DX filetype: "TEXT"


- DX frame: "TOP FRAME" Only (found in google an article of a guy recommending so.)


- Coordinate system : "left handed" (marked, YES.)



OK, I think I wrote all well...


That's all for now...you should have it working...


I'll see now if find a trick to use also biped...not only Max standard bones...
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

remember most important thing:

even if ur testing u need to add some animation. At least a pair of keyframes/poses in different frames....as seems it was why it was crashing...

also to set as matrix keys...unless niko or somebody tells here matrix means only rigid vertex, which I hope is not so...
vermeer
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Post by vermeer »

ok, could not make biped work.

however, you could use standard bones and skin..i know biped is easier, but...


Indeed, it exports it, but arms weights are wrecked..legs almost went ok...


this is all this version for max 5 trial can give...

I still downloading the max6 trial...I'll then try that with latest Panda.
Guest

Post by Guest »

nother tip...

when skinview freezes.... ctrl alt supr, though it seems it cant focus anything...after sometime the list will appear and you can kill the task like always...

ok, quest exporter seems not to export bipe animation, though texture is seen very nicely and everything correct...it just don't move...

A latest trick for max 5 users...

Kaydara FBX free plugin.

It supposedly lets you export from max5 as FBX, then u import again the fbx...hop, now it's skin and bones while before was biped. Now you can export to x with panda exporter. As no biped there, but standard bones.

This in theory. ;) I haven't tested. If some one is experienced enough, try it...

and release me of some effort... ;)
bappy
Posts: 63
Joined: Fri Dec 12, 2003 10:49 am
Location: france
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Post by bappy »

tx vermer, i have try your option but seems to not work... :?

have you try the model you have exported with my model viewer?

your u3d model (receive by mail) is working with my model viewer and your x file too...


in irrlicht , must i say that i want the mesh to play first animation or is it automatic??

is someone have already use and congratulate the export from max 5 to x model, if yes, with which exporter etc ?
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Serg Nechaeff
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Post by Serg Nechaeff »

I did! I export my models to X file but dont see them in irrlicht. So i load them into MVIEW and save them back with the same name. After that weird operation models are in my game!
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Midnight
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