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of_ownage

.x file export

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hi guys, i have a model from morrowind and load it with .nif import into 3dsmax. If i save it now as a .max file everything is ok, the animations are there and the mesh animates right and moves correct. But if i export it as a .x file, i still have animation but the mesh is corrupted it displays very strange, and i dont know if the animation are right anymore (Cant really check it cos i dont have a .x file importer for 3ds max). Is there a better .x file exporter then panda? Or should i try to save it as a .max file and then open it in any other program and export it there? i tryed deep exploration, and it can load the .max file and display it correct, and if i export it now the mesh looks ok but the bones are not attached to the mesh anymore. The bones move and the mesh too, but the mesh does not move with the bones, e.g. the hands to not move anymore, on the right model they moved all time ;) :S anybody has a idea?

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it seems the skin information has been messed up in the .x file you got from deep exploration. you can reassign the skin weights to fix the problem. check this you will find a tool. you can import the file exported from deep exploration, fix the skinning, override to save the object in this way to bypass the trial version exporting blockade, then export the object to an external .x file.

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To my knowledge the standard .x exporter of 3DSMax does not export useful mesh files. There's always something mixed up/trashed/missing when I read back the file. That's why we switched to another export plugin called "kwXPort" (or "kwPort"?). It has its problems as well, but it worked much better for us.

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