Exporting .x Files - Issue

Started by
11 comments, last by Dave84311 17 years, 8 months ago
I've been having a problem lately. I have been trying to export a .X file from 3ds Max using the PandaX DirectX Exporter.. However using skin I cannot find the proper settings to export models with a skin and bone set. I've done it before, a while back ago however I don't still have the model. When using the DirectX SDK model viewer it doesn't show my animation or the bones at all. However when using another model viewer it shows the bones animated but not attached to the mesh and at a 90 degree angle. Does anyone have these export settings or perhaps another plugin which won't cause me this problem, I know it can be done, its just a matter of tweaking the settings.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Advertisement
You could try my alternate exporter -- although it's brand new, so it might still have bugs.

If you know, please let me know how it goes.
enum Bool { True, False, FileNotFound };
Nice clean GUI, however when exporting I keep getting a odd errors.

Two main problems.

Keep getting over and over when creating a new file:

"kW X-port crashed while exporting. Please save your work, revert to a back-up copy, and try again.

We apologize for the inconvenience."

When overwriting the file:

"Error saving .X file 0x8876038f (D3DXFERR_BADFILE)
.\exportmain.cpp:1456: file->CreateSaveObject(name, D3DXF_FILESAVE_TOFILE, D3DXF_FILEFORMAT_TEXT, save)"

"Export module failure"

If you could troubleshoot this problem for me I'd be greatful.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Thanks for the report.

Regarding overwriting the file: Could something be keeping that .X file open, so it can't be replaced?
If you quit Max and start up again, does the problem still happen?

Also, regarding the crash: Does it crash when you just do "New" in Max? Or does it happen the first time you export? Could you explain step by step how you make it crash (as in "1. start max, 2. ...")

Last, what version of 3dsmax are you using?
enum Bool { True, False, FileNotFound };
3DS Max 8

Getting the crash, I open my model choose to export it with your plugin. Then name it as a file I haven't used before or are currently using. If you want the settings, its just reg settings with skin and animation.

I don't think the plugin correctly closes the use of the file. Double check with your C++ code that the proper file closing operations have occurred. Apparently when the files are created they are still in use after exporting and crashing/errors even when export has been completed.

Anyways I never closed the 3DS Max after getting that error, so it may have some effect on the results.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Bump.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Bump.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Has anyone got skins + bones to export correctly?
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Skin, bones and animation works just fine for me -- in fact, one reason I wrote the exporter was that Panda exported some file I had wrongly.

However, I'm using the ISkin modifier for the skin -- if you're using Physique, there may be problems (there shouldn't be, because the IGame API I'm using claims to support both the same, but this IS software we're talking about.)

After the export process has crashed (not just seen a problem, but actually crashed and the exporter caught it) and you get the "you may need to revert" message, it will likely not succeed to export again until you re-start 3dsmax. I will update that dialog box to provide a better message (although it shouldn't crash at all...)

That being said, there are still bugs in the Max SDK that I'm trying to work through with Autodesk. You'd think they'd have those things worked out by the time version 8.3 rolled around...
enum Bool { True, False, FileNotFound };
hide the bones before you export.
the bone transformations will still be intact, however the meshes used for the bones will not be there.

cheers
dave

This topic is closed to new replies.

Advertisement