3dsmax .x export

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2 comments, last by papitorico 17 years, 1 month ago
I've been using the Pandasoft 3dsmax .x export plugin. So far, it's been working great. I've gotten meshes to export with animations, bones, and textures. The only problem I'm having is the pivot point for the entire model that's exported. When I load the model I created in any viewer or even an application I'm developing, it rotates on the wrong pivot point. Does anyone know exactly how the exporter exports the pivot point or if there's any control over where the pivot point is placed? Is there something I need to do to set the pivot right? Any help would be appreciated.
<a href="puzzlearranger.com>Puzzle Arranger (a Magical Drop/Money Puzzle Exchanger Clone)http://www.puzzlearranger.com
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Panda Exporter is old and has its problems.
Use this instead. There's an option to rotate the mesh Z axis, that should solve your problem.

Hope this helps :)
Thanks for the response. I tried the kiloWatt exporter also, but had problems with that as well.

The mirror Z coordinate option only makes it so if you make the model pointing upwards in max, it'll come out pointing upwards in directx.

I need to be able to rotate the model in DirectX and have it rotate from the center. Meaning, I need to have the pivot point in the center of the model. I've now tried using both exporters with multiple models and neither of them seem to export with the right pivot point. How do the exporters export the pivot point?
<a href="puzzlearranger.com>Puzzle Arranger (a Magical Drop/Money Puzzle Exchanger Clone)http://www.puzzlearranger.com
I have a 3d model in Max, rigged with Character Studio and maby frames of animation (about 900) and I've tried to export with kW X-porter.

Does anyone know if this plugin supports CS and physique?

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