good to hear that, grayman.
i made many time ago a quick test with max6 trial for users here with Panda, and I got it perfectly running quite quickly...
So....
Yup, probably Quest x exporter having less options, have less oportunities to let the user choose a non convinient parameter. (depending on the engine, there are a bunch already importing x )
The blender x exporter is something I've used in all flavours since it was starting to take shape, some eons ago...since 2.28(been somehow private betatester) or so, I think, when I started with Blender "seriously" (never been seriously at it...)
I can export quite easily em with both Jox or Ben's exporters. personally I like more Jox's, though is a modification.
Dunno, one of these days I may make a full walkthrough long tutorial (to explain every little step) since modelling in Wings-->animating in Blender--->exporting the character model animated in x--->loading in meshviewer.My models exported so load well in irrlciht, they have told me, as I don't code in irrlicht nor in any other thing that a bit of VB6 (which to my sorrow seems is dying for VB.net)
I guess such a full tutorial would benefit many people and in many forums, not only this one, and this engine.
But I must be really motivated for that, so, quite a while...
@Jedive
The problem is that...milkshape3d format does not allow partial weights, only 1/0...maybe to a coder this is unimportant, but for majority artists, specially if have some in-the-job animation experience , the control of partial weights is...*esential* for making humans animated, or creatures, animals, pretty anything alive. Not so much for per parts ships, (I have made and given away one for Blaze project) tanks, cars, weapons, all made by rigid animatable pieces -separate objects- imho is much better a format like MS3d, specially as things seems are in irrlicht for these formats... But really a Halflife 1 kind of joint bending...ugh...I know...I remember well your long project, and how surely your artist must have worked hard to accomadate bendings, the only way with 1/0 weights... But...is inmennsly better with partial weights: you still use accomodation, but the result is better as simply have much more control and power over the matter..
Main reason why I insisted so much in *.x
As for then there weren't *.md5 (more than some comments about it and no package supporting it ; now almost all support it ) neither collada.
But md5 is supported by Blender, and Gmax, so is also opened to the free software and all indieness...which imho is great, besides having exports in Max, and ...well, XSI and Maya if u have the game purchased and installed it. See, even in that...XSI, Maya, Lightwave, have since eons direct export to the x format, so here an advantage more in compatibility of x..
The fact is any bones and weights format has serious problems, I have read quite a bunch with md5 and some others. then users think is x fault, while is simply they're into something technically much more complex than a non textured *.3ds...
Which 3d format is the best... for Irrlicht?
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
BTW, I have succesfully exported x animations from my XSI 4.2 Foundation, (actually I can import x animations back into it, also) and tested that they worked well in ever x viewer I have around, quite a bunch.
And...in this japanese page there's another , more recent x export AND import plugin for Max... It probably worth a look, but yet haven't tested... :
http://mofo.pns.to/
Even without using a traslator, u can download it well...indeed, some traslators will block the download...
And...in this japanese page there's another , more recent x export AND import plugin for Max... It probably worth a look, but yet haven't tested... :
http://mofo.pns.to/
Even without using a traslator, u can download it well...indeed, some traslators will block the download...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com