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Author Topic: Model exporters  (Read 3600 times)
EclipsE
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« on: 2007/04/12 12:36:22 »

I'm really sick of them. I make a model in 3dsmax and export it into .fbx, then import it in the game, and it gets screwed up! I export it into .x and it's even worse! Some of the mesh parts don't show up, textures get wierd etc...

Did anyone find a good model exporter that will work??
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ericc59
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« Reply #1 on: 2007/04/13 21:48:36 »

You could save it as a .3ds file and open it in Accutrans3D (http://www.micromouse.ca/downloads.html).  There is a fully working version with a trial period of 30 days.  This is the only importer/exporter I have found that works and imports/exports a lot of formats.
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LucianX
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« Reply #2 on: 2007/04/20 10:05:07 »

Thats odd. I use 3ds Max and it works great. It also has each mesh seperate so you can cycle through and get bounding spheres from each. Does it look like the objects go in the center of the screen? You may not be translating the mesh to the real time coordinates. The XNA tutorial has a draw method that handles this. Take a look at that to see what you may be missing.
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Tiago
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« Reply #3 on: 2007/04/20 11:24:45 »

have you downloaded the latest FBX plugin from autodesk?
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EclipsE
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« Reply #4 on: 2007/04/20 13:13:51 »

If I make a sphere, and make a torus on top of it, i export to .x (or to .fbx) and i get only the sphere! Also some strange things happening and I found that normals are not calculated correctly.
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LucianX
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« Reply #5 on: 2007/04/20 19:01:42 »

The torus is probably being drawn in the center, inside the sphere. You have to use a translation matrix I suppose. That way it will draw at its world location
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EclipsE
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« Reply #6 on: 2007/04/21 00:55:55 »

How?? And why is that happening?
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precious roy
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« Reply #7 on: 2007/04/21 07:24:50 »

i had the same proplem

i stopt using bolean and it works fine
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EclipsE
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« Reply #8 on: 2007/04/21 09:46:57 »

I figured it out. I make a new matrix

Matrix[] transforms = New Matrix[model.Bones.Count];

model.CopyAbsoluteBoneTransforms(transforms);

and in the for each loop i set the World parameter to

transforms[modelMesh.ParentBone.Index] * Matrix.CreateScale(Scaling) etc....
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LucianX
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« Reply #9 on: 2007/04/21 15:25:10 »

Good Smiley Now if you figure out how to do exact collision detection in 3D environments. Let me know!  Wink
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EclipsE
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« Reply #10 on: 2007/04/22 01:18:44 »

Smiley

I have another problem with my content processor which is supposed to get through all the vertices and give me the bounding box(store it in the model's tag). But it only gives me the sphere's bounding box. That's because I need to translate the vertices to their position, but how to do it in the content processor?
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Nemo Krad
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« Reply #11 on: 2007/04/22 05:43:44 »

You can't the processor will never know what position the object is at so you have to do it in code. In my example when the bounding box is retrieved from the model I offset it's min/max with the models position. I don't think there is another way to do this.
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LucianX
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« Reply #12 on: 2007/04/22 09:19:42 »

I thought it did know. My content processor gets a bounding box and then makes  a sphere out of that. It then stores the vertex information in an array. All of these things are stored in a jagged array storing the information per mesh object.

I just cant get vertex collisions accurate.
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EclipsE
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« Reply #13 on: 2007/04/26 12:25:03 »

Ok, I got the XNA Refresh 1.0 and as I saw it can read Vertex Buffers, so my question is, how to read all the vertices, and make a bounding box for the whole model??
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