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newbie_programmer

EXporter For 3DMAX

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Hi Everybody, I am trying to export skinned meshes and other models from 3D MAX to .X files, I am currently using Panda exporter, and they are all meshed up in many ways. I think this might be a problem with the exporter so i needed to know if there is a better exporter. Maybe if you have some experience using any. Thank You.

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if you are experienced enough you could write your own exporter, its quite easy

download the max sdk and create a workspace with vc++ ide

the rest is described in the sdk documentation its just traversing the nodes and finding the right ones

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Hi,

Try playing with the options!

Here are the options that were good for me:





Also, with the latest version, I've found that the exporter sometimes just goes wrong, and exports bad things until you restart 3ds max. I got all sorts of random boxes, coloured triangles, etc.. everything has been solved by a restart.

My other sad experience is (whych is metioned on the homepage too), that max just crashes more frequently if you have the plugin loaded, which unfortunately happens too often on my machine..

Anyway, after finding the good set of options, I can live with it and it performs way better than the exporter found in the DirectX SDK (beacuse it has one too, maybe you should try that also)

kp

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Hi everyone,

First of all thank you all for the replies.
Since i have a deadline to meet i am not sure tht i would be able to build my own exporter. I thought maybe if i explained the problem you could give me a better solution.

One of the skinned mesh characters, it exports it to x file format. When i try to view it in Mesh Viewer it craches. when i treid to load it in my program i got an error. while some of the models are working fine.

Another problem is tht the pivot point for the translations is not in the belly like it should be but is in the foot.

I am not entirely sure if it is the problem with the exporter. It might well be since i am exceeding the limits of X file format. Is there any such limitations? if so how do i overcome this?

Thank you again

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Quote:
Original post by newbie_programmer
One of the skinned mesh characters, it exports it to x file format. When i try to view it in Mesh Viewer it craches. when i treid to load it in my program i got an error. while some of the models are working fine.

You should also try Deep Exploration from Right Hemisphere software. I also had some models that could not be opened after exporting it with Panda. But deep exploration could open and resave them, and after resaving, they were ok.

Quote:

I am not entirely sure if it is the problem with the exporter. It might well be since i am exceeding the limits of X file format. Is there any such limitations? if so how do i overcome this?

Exactly what kind of limitation do you think about? You must have some guesses if you ask about it :)

kp

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Hi there.
IMHO you are experiencing crashes and errors due to the fact that in DX9 a vertex cannot be transformed by more then 4 matrices (bones).
So you should check that none of the vertices from your skinned mesh will be influenced by more then 4 bones.
Another problem that cannot be visible from 3dsmax (which i experienced) was that when rendering a skinned mesh with DX9 some vertices were influenced by some bones which were not supposed to influence them.
I found that this problem was due to the fact that vertices were not influenced correctly (or influenced partially) by some bones. This bug cannot be visible from 3dsmax .The solutions is just to enlarge the envelopes area.


sorry for poor english

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