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Export content pack models to .fbx or .x

by Halvor Spirdal · in Game Design and Creative Issues · 12/25/2008 (9:53 pm) · 6 replies

Hi everyone,

I bought the "Medieval Characters 4 Pack" recently to use in my own 3D game I'm developing in XNA. I'm having a hard time exporting them correctly with animations working and such, using exporters like KW-Xport or the panda directx exporter.

Am I supposed to be able to do this, or is the whole point of content packs to *only* be used in Torque? I've tried a lot of stuff, but my content processors chokes no matter what I do!

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#1
12/26/2008 (10:40 am)
They are optimized for Torque, but it really depends on how the models were created initially. FBX exporters and importers have been the bane of a number of artists that I know; even to the point of heading back to Deep Explorations because at least they knew what they were getting from it. What version of Max are you using? I noticed on the KW site that there was a problem with some Max 9 animations. And since the pack was made with earlier versions of Max (6+ supported, I think from the product page), that may be introducing something into the mix as the exporter may be oriented towards only the current .max spec.
#2
12/27/2008 (7:29 am)
Thank you for sharing interest in this thread, David!

I'm using the 2009 edition with exporters that should be correct for this version.
I think we have older versions of 3ds Max at uni, I could give it a shot and see if it helps.

If I export the model without bone/animation, it runs fine in XNA.

Neither of the x exporters trigger any errors or warnings, however XNA gives the following error message: "Could not read the X file. The file is corrupt or invalid. Error code: D3DERR_INVALIDCALL."

If I export with 3DS' standard fbx exporter (It's the newest version), the conversion succeeds, but gives me the following warning where it tells me that the plug-in does not support the following objects' geometry type and will convert them to an editable mesh, saying that morph and skin deformations may be lost and such, pointing to a list of 15 elements consisting of stuff like "contr_HEAD" and "IK_spline_Spine" which I take, belongs to the animation part, so yeah - I guess the exporter is the fault?
#3
12/28/2008 (6:32 pm)
I've tried to export it to fbx and .x with 3DS Max 7, but the problem remains roughly the same.. Could you try and build it in fbx or x and see if you get it to work? The model works fine if I do not export its animation.

Being an admin, I assume you have access to the models as well.
#4
12/29/2008 (11:47 am)
I'm interested in buy these models too, but, I need to export to the .mesh format.

It would be good if we had the models in the .ms3d format...
#5
12/29/2008 (12:40 pm)
I do not have access to Max, so I would not be able to test the export to other formats. I would recommend contacting the developer of the pack to see what they know about exporter issues with Max and these formats. Since it is an older version, the exporters may not have been updated to the same specs used with XNA.
#6
12/29/2008 (3:36 pm)
Every exporter is required by the unique setting of working file. And the requirement is usually - different.
Objects of type IK_ *... not exported.See export.cfg."contr_HEAD", "IK_spline_Spine", "contr_BODY_Down", "IK_Chain_footfing_L" and more, is only helpers.They provide kinematics on skeleton. Mash tied only with objects with name of b_ *. Try to use only when you export them.The rest should be exclude.
I do not know of your exporters and his details, in this specific I can not help.You need to become more familiar with their documentation.
This content pack is already prepared for exporting in Torque, but with small modifications, it will easily fit in other formats.

If there will be more questions, I will be happy to answer.


P.S. Sorry from my English