Anim DX8/9 .X ?

Blitz3D Forums/Blitz3D Programming/Anim DX8/9 .X ?

Alienforce(Posted 2005) [#1]
Hello All,

Does anyone have some code snippet for loading animation .x files :) DirectX 8/9

/Alienforce


Gabriel(Posted 2005) [#2]
You can't. Blitz can't load them directly and if you tried to write your own loader, there's no way to create bones in code. All you could do is write a convertor to convert it to b3d, and those already exist. Ultimate Unwrap, for example, will convert an .x to a .b3d.


Beaker(Posted 2005) [#3]
You can load animated X files as long as they aren't of the boned variety.

As well as the excellent Unwrap3D (mentioned above) you can convert with FragMotion:
http://www.fragmosoft.com/
..which probably gives better previews than Unwrap3D.


puki(Posted 2005) [#4]
This may help - or might not:
http://www.blitzbasic.com/toolbox/toolbox.php?tool=64

I've never looked at it.


puki(Posted 2005) [#5]
In fact, I took a look at this 'Ultimate Unwrap' that I have heard so much about - one of the things I note is the large array of commercial game model formats it recognises - more than my 'Deep Exploration' and probably more than 'Milkshape'.

Although, I've not researched it.

I've already started Larging my way through 'Neverwinter Nights' - there's a lot of good models in there for a RPG.


Alienforce(Posted 2005) [#6]
Thanks all,

Ultimate Unwrap3D is great.

Why i asked in the first place is because i wanted to skip the extra step with Unwrap3d.

One more thing is strange some of my models works as animated boned .x in Blitz without any conversion to b3d but some dont.. And they are all exported from the program..

/Alienforce


Dreamora(Posted 2005) [#7]
Did you use bone animated with skin transformation (vertex weights) or with static objects?

the later isn't a problem, but bone with vertex weight is only supported through B3D format.