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#ActualCC Ricers

Posted 14 September 2012 - 09:59 AM

I'm just assuming but I'm 99% sure you're exporting to .fbx since it's a common format for XNA animations and the sample uses this format, right?

Usually the compiler would give an error in the model processing phase of the build when it looks for a texture that is not found. Otherwise, the content processor you're using has a way to handle missing textures and just puts a default one in its place.

Coincidentally, I was fixing up a third-party model I exported from Blender yesterday in trying to get its textures to load too. I didn't export the animations but it was an .fbx format. When done incorrectly, exporting as .fbx would cause the model's texture to have "untitled" in its file path, so you will end up with nothing. You need to check the image list in the UV image editor. Select your mesh, go into Edit Mode and press A to highlight all the vertices. In the UV editor window, choose the image you want to associate the mesh with. Then save the file and export.

There's a chance you also have some unused image datablocks named "untitled" possibly followed with a number, which you will see in the list of images in the UV editor. Shift-click to unlink and remove these, save, and re-open the blend file. It was kind of tricky trying to figure this out myself, I was also struggling for hours figuring out why the model's texture wasn't showing.

Edit: Yep, I checked my original model again and you will get references to "untitled" in the exported file (search for this string in the file with quotes included). You gotta remove any references to those image files as I've mentioned before.

#1CC Ricers

Posted 14 September 2012 - 09:27 AM

I'm just assuming but I'm 99% sure you're exporting to .fbx since it's a common format for XNA animations and the sample uses this format, right?

Usually the compiler would give an error in the model processing phase of the build when it looks for a texture that is not found. Otherwise, the content processor you're using has a way to handle missing textures and just puts a default one in its place.

Coincidentally, I was fixing up a third-party model I exported from Blender yesterday in trying to get its textures to load too. I didn't export the animations but it was an .fbx format. When done incorrectly, exporting as .fbx would cause the model's texture to have "untitled" in its file path, so you will end up with nothing. You need to check the image list in the UV image editor. Select your mesh, go into Edit Mode and press A to highlight all the vertices. In the UV editor window, choose the image you want to associate the mesh with. Then save the file and export.

There's a chance you also have some unused image datablocks named "untitled" possibly followed with a number, which you will see in the list of images in the UV editor. Shift-click to unlink and remove these, save, and re-open the blend file. It was kind of tricky trying to figure this out myself, I was also struggling for hours figuring out why the model's texture wasn't showing.

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