Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 14-12-2008 , 06:38 PM
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export mesh as .x file?

ok i have a rigged mesh, i want to export as an .x file!
i have tried to go export selection, with options, but it only let me choose of stuff like maya binary, and maya ascii, and such!

how do i do it then? :S

in advance: Thanks

# 2 14-12-2008 , 06:58 PM
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ah i had this problem a few months ago

the answer is...

YOU CANT

no seriously, you can't, it isn't actually possible

there used to be plug ins but such things do not exist anymore.
you can always do what i did and download blender (it's free), export your stuff as obj files (my stuff was just static so i didn't need to worry about information loss about animations), import them to blender, then export them as .x files
...although i never did work out why the colours never showed up properly

the directX SDKs used to come with plugins for max and maya but they no longer do




that's a "Ch" pronounced as a "K"

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# 3 14-12-2008 , 07:16 PM
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i cant export as .OBJ either (i thaught of the blender thing too)

heres my options when i try to export (with both mesh, and skeleton selected):

MayaASCII
MayaBinary
Move
MentalRay
Fbx
DFX_FBX
DAE_FBX

then what can i do? :S

# 4 15-12-2008 , 11:38 PM
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i can't remember but is obj exporter a plugin? if it is then go to the plugin manager and load it

otherwise blender reads some of those file types, namely the FBX ones i think...




that's a "Ch" pronounced as a "K"

Computer skills I should have:
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# 5 16-12-2008 , 01:30 AM
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it was a plug-in...
and i also found out that you can export .anim files which i also need user added image
great! xD

anyway i exported as .obj but it didnt seem to export the bones...
i just grabbed the bone tool and set up the bones though!
do i have to connect them to the specific mesh?
im kinda new with rigging, and maya in general, if you havent guessed allready -.-'

# 6 16-12-2008 , 07:19 AM
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obj files only keep verticies and how they are connected and their UVs, so i'm not surprised it didnt take your skeleton with it.

i can't remember but i think those FBX files can hold such information as skin weights and skeletons.

btw, what are you doing that requires .x files?




that's a "Ch" pronounced as a "K"

Computer skills I should have:
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# 7 16-12-2008 , 08:28 AM
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fbx would be your best bet as it takes everything over.

We managed to go form obj to .x using some sort of third party converter, cant remember the name of it though.

A quick google came up with this

https://vvvv.org/tiki-index.php?page=...iles+from+Maya

Not too sure if it will help out at all or if its any good.


"No pressure, no diamonds" Thomas Carlyle
# 8 17-12-2008 , 06:31 AM
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Originally posted by Chirone

btw, what are you doing that requires .x files?

i am coding a "game" with the directX SDK...
actually i am gonna need .mesh, .skel, and .anim for the characters, but i think .X is the only file type i can convert from...

and gster123: thanks... ill take a look at it...
can i also import fbx to blender?

# 9 17-12-2008 , 11:47 AM
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just like what i was doing...

alternatively you could get XNA since gster says it supports those FBX files

of course, that is... if you're using windows




that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
# 10 17-12-2008 , 12:43 PM
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i tried the XNA engine but its only for C# as far as i know, and i am coding in C++..
so i found another engine Esenthel engine which basicly do the same as XNA, to "handle the rough stuff" so you can consentrate on actually coding the game user added image

anyway, i realised that there was a tool for rigging included in the engine, so i can actually just use .obj files...
rigging in maya is just a tad easier, so i thaught that it would be cool user added image

anyway thanks for all the help, and its nice to find a fellow DirectX programmer user added image

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