heyheyhey..
who said x does not work?
Indeed, my two kilometers latest posts (I know: hard to read all that) demonstrate that :
- x files WORK. Is more a matter of the package, but the fact is Niko did things correctly
- Ultimate unwrap will open any directx8 file exported from any 3d package that exports it. And its export, also in dx, is proved now -thanks to bappy- to work in irlitch.
- Character Fx work (i made a test with Niko) I mean, it's x files do load well in Irlitch.
Indeed. you only need character Fx. 15$. (Ultimate Unwrap is for uv mapping, mostly.Though do perfect conversions, supporting weights, not like Milkshape that kills them)
- My latest long threads...demonstrate you actually can export directx8 fromat using the free Panda Exporter, from Max, and succesfully
![Smile :)](./images/smilies/icon_smile.gif)
I just posted (I think in "direct x exporter" thread, in Off Topic) the exact settings of the export dialog to check, so that it works well. Even more, I explain a bit some of those settings.
- I am lately checking FBX. Having now both max 5 and Max 6 trials, I may make a nice test: fbx export from max 6, so to open max 6 files in max5.
Also, this is a way to export directx character WITH BIPED
![Smile :)](./images/smilies/icon_smile.gif)
I mean, exporting fbx from max 6 (or 5) and reimporting later, will convert you character studio biped as standard bones and skin modifier. This actually rocks, as then, you can export with direct x panda exporter. As it does support standard bones. Supposedly, visually is the same thing. I have read this trick in a forum today. After several hard searches.
-Even more. No many artists around here
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
so, as if not, we would be now seing tests with Lightwave, Maya, Hash AnimationMaster, XSI, as all these have directx 8 weighted animation export. Only the Hash is comercial.
Directx 8 is weighted animation. Is modern format. Milkshape is more or less like halflife 1. Rigid vertices. And all what is opened in MS3d, loose the weights. So the smooth bending, etc...
Even more. Spline interpolation...that rocks for mixing different animations, as well as adding additional timing smoothness...
I'd bet for directx....
max users, see the "directx exporter" thread, copy somewhere those values, and before exporting with panda, please, add a pair of keyframes. It hangs if there is no animation...
And wait somedays, I may have ironed the only lacking stuff...biped puppet support...With the help with the free fbx plugin, I may solve it and share the tips in same thread..
Imho, it's quite a better bet. There's no engine for free that i know that allows this. And this is a very small portion of problems and limits having several comercial "game creation packages" .niko has added it with many features.