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directX exporting from Blender

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is there a way to set a model's bounding box dimensions before exporting? There doesnt seem to be a world scale to blender - unless im blind. scaling and size seem to be relative tothe model. (which can easily be the case) since this is along the same lines as the topic title, i will ask this too: does anyone have a general do and dont list when trying to export models to directX? (im exporting from blender). everytime i try someone that i think will work (testing in the directX 9.0 sdk model viewer) sometimes wont. sometimes certain models will. im baffled to know what i did differently each timei built something that fails. [Edited by - Shingtime on June 21, 2005 5:37:28 PM]

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I do believe that blender3d has a spatial unit of measurement.
When blender3d starts up, a default scene w/ a cube appears.
Enter non-perspective mode by using '5' on the numberpad.
Then, go into a frontal view by using '1' on the numberpad.
Select the cube, grab it along the z-axis by the sequence 'g' -> 'z'.
Before left-clicking or pressing enter, enter the number 1 not on the numberpad.
You've now translated the cube one units up.

Now about the size of a .blend to .x export, that would take more work, but this check can ensure that the sise of the model is up to your enjoyment. Start a new project and edit the cube to be 1 X 2 X 3 units. Now, erase the camera and lights from the scene and convert the cube to all triangles. From the Blender3d file menu, export the object to directx's .x format. Here's the tough part. After the export, if the .x file is not in a binary format, open the file in notepad. If the given information about the cube specifies it to be 1 X 2 X 3 , you can recognise that blender3d's coordinate space and Direct3d's coordinate space are on a 1:1 scale.

As for the bounding box of an object, I belive that it is handled by blender3d itself. You might want to figure out how Blender3d handles the bounding box of each object.

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