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New X exporter for blender 241!

Posted: Sun Feb 26, 2006 3:17 am
by afecelis
-New release of DirectX Exporter for Blender 241.This one supports hierarchies,animation with constraints,it has a new GUI and some bugs have been fixed.
http://xoomer.virgilio.it/glabro1/index.html home page
http://xoomer.virgilio.it/glabro1/python241.html exporter's page -New release

Posted: Sun Feb 26, 2006 4:18 am
by dhenton9000
Can't seem to get it to work with the irrlicht meshviewer, and running it through mview, I can't get the normals to face the correct way, and the animations don't export.

Posted: Sun Feb 26, 2006 4:23 am
by afecelis
did you try the 4 examples on the site? I opened them in Mview and animations and normals were ok. The .blend files will show you how he exported his stuff.

Posted: Sun Feb 26, 2006 4:37 pm
by dhenton9000
I ran the examples thru to create a new .x file, and generated a new one. It doesn't work in either mview or irrlicht. Its possible that my blender settings are different, but its news to me. python version is 2.4

Posted: Sun Feb 26, 2006 8:11 pm
by vermeer
woah

thx afe!

I'll test it as soon as find the time

Posted: Mon Feb 27, 2006 6:13 pm
by afecelis
My pleasure Vermeer! :wink: It was in the Elysiun forums anyway. Please let us know if this one works for you (loading anim into Irrlicht)

Posted: Sat Mar 04, 2006 4:37 am
by Guest
the exporter doesn´t work right, my model gets completely messed up and mview.exe shows wrong texturing...

Posted: Sun Mar 05, 2006 2:45 am
by michael520
Thanks the author!! thanks afecelis!

Posted: Thu Mar 09, 2006 9:39 pm
by Triple-J
dhenton9000 wrote:I ran the examples thru to create a new .x file, and generated a new one. It doesn't work in either mview or irrlicht. Its possible that my blender settings are different, but its news to me. python version is 2.4

Same problem. Somebody tell aboat this!!

Posted: Thu Mar 09, 2006 10:21 pm
by triple-J
Triple-J wrote: Same problem. Somebody tell aboat this!!
DirectX Export Suite for Blender 2.41:

bug??: http://www.students.oamk.fi/~jjuusola/paskaa.jpg


Arben OMARI: what u say??

Posted: Thu Mar 09, 2006 11:10 pm
by vermeer
"wtf" must be a kind of material property or something... ;)

There are things not supported by x format, others , just not suported by the x irrlicht loader.

Explain with words what happened to your model , as I don't see there what happens really.

I will try to have a look to the exorter, though, this weekend, to test it more deeply I mean.

Posted: Fri Mar 10, 2006 12:06 am
by Triple-J
vermeer wrote:"wtf" must be a kind of material property or something... ;)
i dont know what it mean, i use it because they else use it ;)

here is more somekind stuff..
http://www.students.oamk.fi/~jjuusola/paskaa2.jpg

i dont have idea what is wrong. i tried weeks understand but now i am full that.

Posted: Fri Mar 10, 2006 12:22 am
by Triple-J
wait the minute, i use irlicht 0.12.. could be that answer?! (changes irr12 to irr14, - Fixed a bug in the attachement of scene nodes to animated X files.)

but i dont use any animated thinks in my own model. it's normal model with uv/textures. But okey, i take break and looking couple of stargate series-->

Posted: Fri Mar 10, 2006 6:42 am
by vermeer
the safe way to do things with x format, is one I know, but is not necesarily the most powerful. I tend to deal with nitty gritty when at a project, but when giving a quick advice, I only recommend the safe(you with further trial, and research, will get more) :

-try every mesh be a single mesh, or attached/combined/grouped...depends on the 3d package used.X tend to be preferred by engines as single unique mesh.

-try also to apply to it a simple, standard material, one texture (yup, can be done: I even used to make ONE texture for a whole level overloaded of objects, just for engine optimization reasons, 3d is more flexible than people think ;) ) to you single mesh.

-Get informed on what exactly is supported in x format. get informed on what of x format does actually support Irrlicht. (ie, transparency, environment, etc...I dunno as I don't code and not involved in any irrlicht project)

-Remember blender has several flavours of x exporters. Not all work the same. To date, I think there's now Ben's 2.41 recnetly done one, a dx9 flavour made by another guy (which based in an older version, unfortunately, though) , a dx7 one(probaly better suited for multipart objects, but I dunno ).


-Beware, if not used much Blender, or 3d in general, you couldbe having double faces in some area of your model. If u have two tris overlapping, it will add weird visualizing tricks. Not sure but think was the prob in your first shot. Just check. Do a remove doubles in Blender or something in that line. I don't tend to use Blender for modelling, but there are several ways in it. And indeed, is easy to end up doing the artifcat in Blender, accidentally.
Every tool out there has a way to fix that.

Posted: Fri Mar 10, 2006 6:51 am
by vermeer
one very important thing more :

do open the x file with mview utility. Is a tool from Microsoft directx 8.1 SDK, you don't need to download the whole thing from MS, just click on my signature, and download from there. MVIEW, remember. That tool will allow to open any x file, and SAVE again there, as a new x file, which will be more of the likes of Irrlicht. Is like it "standarizes" the file a way more for irrlicht liking it.

Anyway, I think you need to strongly consider what I posted in previous post.