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Wayne Green Jr.

Is There a Way to Import Blender Models into DirectX 10?

7 posts in this topic

I've been modelling in the Blender 3D suite for over a year now, and I was wanting to import my models into DirectX 10. Unfortunately, Blender only exports it's models in the .x file extension, which I found out was deprecated from DirectX 10.

Does anyone know of any other way I could import my Blender models into DirectX 10? Since I'm starting to learn how to program DirectX 10 games with Visual C++ 2010 Express Edition, I have yet to learn about DirectX programming. I heard other 3D programs - such as 3DS Max - export to DirectX using the .x file extension also. Hopefully somebody could help me find a solution to my problem.

:)
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You could use [url="http://assimp.sourceforge.net/"]assimp[/url] or you could write a simple Wavefront Obj parser. There should be a sample in the SDK for parsing Obj files.
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I'm familiar with the Wavefront Obj file extension. The only question I have is this - do textures also get exported with the file? I've used that file for the whole exporting/importing thing, but I've never used the process on models with textures. I still have a lot to learn on that front.
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If you need all the help you can get, why are you trying to do things in the most low level way? [url="http://www.ogre3d.org/"]Ogre[/url] for c++ would get you going a lot quicker. Even using a different language/engine (Unity gets recommended a good bit) can provide a significant productivity boost.

I think there is a perception that C++/DirectX are what are used in the "industry" and therefore they must be learned... The thing is that the work required to build a rendering/game engine has been done countless times... and I would be willing to bet that most companies (not going to say all) will use existing tools/engines/libraries and not code everything from scratch. In fact I would be incredibly weary about any company that did not try to use existing technology where possible (I would not work for them!).

So the real question is what are your goals? If you want to make games, I would have to recommend you consider other technology. If you are just wanting to punish yourself, by all means continue with C++ and DirectX [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] (I am partially kidding on this last one).

Ogre for example has been in development since 2001. By using it (just as an example) you are gaining the fruit of that 11 years of labor. Unity has also been in development since 2001. Unity also has a team of around 100 employees (According to: [url="http://unity3d.com/company/public-relations/"]http://unity3d.com/c...blic-relations/[/url]).

The Unreal Development Kit (UDK) which is based on the Unreal engine (UE3) has technically been in development since 1998 with the release of the UE1 technology.
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I'll take a look into Ogre and Unity. I know of both. I know I can program Ogre-based games with C++, and I have pdf tutorials on how to program in Ogre. As for Unity, I know nothing about it, other than that it was used for the browser-based Battlestar Galactic game.

As for what my goals are, I haven't figured much out yet. I'm just learning some of the processes with both modelling and coding, which I have a little experience in both. I'm have some ideas, but I have yet to fully develop them.
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.x extension files is the standard model file format of D3D, I don't think Blender will export a .x extension file of its own, If you can not import the .x file to D3D10, it may something wrong with your .x file, it should be the modeling tool's problem which export a bad .x file.
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By the way, if you want to make a game you can ask our help. we have our own modeling tool and game engine, but both of them are not free.
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