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What open source 3ds max to direct3d exporter are available?


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#1 lucky6969b   Members   -  Reputation: 359

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Posted 20 March 2013 - 11:21 PM

Any ideas?

I know about kwexport, but it doesn't export cameras.

 

Thanks

Jack



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#2 Schrompf   Members   -  Reputation: 825

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Posted 21 March 2013 - 05:40 AM

This is because the Direct3D scene file format does not support cameras. If you really need lights and cameras, I suggest looking into the Collada file format. FBX might also support this, but I'm not sure.


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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.

#3 Jason Z   GDNet+   -  Reputation: 2398

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Posted 21 March 2013 - 05:51 PM

I'm not sure exactly which formats you are looking for, but AssImp might have what you need.


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#4 Hodgman   Moderators   -  Reputation: 13594

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Posted 21 March 2013 - 06:24 PM

Keep in mind that the ".x" format isn't the only format that can be used with D3D... D3D itself doens't directly support any file formats! The ".x" format is implemented in D3DX, the helper/utility layer.

 

Using ".x" and D3DX is basically the same as using ".dae" and Assimp, or ".fbx" and the FBX SDK, etc, etc...

 

Personally, I'd use a format that's built into Max, like collada or FBX.


Edited by Hodgman, 21 March 2013 - 06:36 PM.


#5 Anddos   Members   -  Reputation: 270

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Posted 22 March 2013 - 05:39 PM

This is because the Direct3D scene file format does not support cameras. If you really need lights and cameras, I suggest looking into the Collada file format. FBX might also support this, but I'm not sure.

 

how would you load the models with c++?


:)

#6 Schrompf   Members   -  Reputation: 825

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Posted 22 March 2013 - 05:50 PM

how would you load the models with c++?

By reading what others already wrote in this thread.


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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.

#7 lucky6969b   Members   -  Reputation: 359

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Posted 22 March 2013 - 08:59 PM

I need to combine a Camera position vector and a Camera orientation Quaternion into a view matrix.

How do I achieve this? I have been scratching my hair for a long time. These are provided by the collada and IGame exporter.

Thanks

Jack



#8 Schrompf   Members   -  Reputation: 825

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Posted 23 March 2013 - 09:45 AM

Convert the quaternion to a rotation matrix, then concatenate a translation matrix to it. Whatever programming language and math classes you are using will already provide a means to do this.


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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.




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