Export to .x problem

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opener
Posts: 6
Joined: Tue Oct 02, 2012 12:19 am
Location: Sweden,Luleå

Export to .x problem

Postby opener » Tue Oct 30, 2012 3:02 pm

Hi!

Question 1
Why could I not reset the Blender program to default options (without using factory settings) with File and New?

Question 2
My GingerBread animation export to .x format. (from the beginners sample)
When looking in DirectX viewer...
My GingerBread figure looks like a windmill wing with black eyes and mouth caramels hovering over the wing.
No head and the body seems to be concentrated to a point between the breasts (its no female!:-) GingerBread)).
But the armature seems to work properly (he is walking).
Have test all combinations of exportoptions.
JUL

Tehrasha
Posts: 1264
Joined: Wed Apr 21, 2010 6:21 am
Location: Iowa

Re: Export to .x problem

Postby Tehrasha » Tue Oct 30, 2012 7:17 pm

opener wrote:Hi!

Question 1
Why could I not reset the Blender program to default options (without using factory settings) with File and New?


Because at some point, you changed either a key-mapping or added an Addon and performed 'Save as default' which made Blender's current state, including whatever you were working on, as the 'default' layout.

You can manually delete all of the stuff (objects/textures/materials/etc..) which you do not want. Drop a new cube at 0,0,0 if you wish, and then File->Save User Settings and that will become your new 'default' starting layout.

Question 2
My GingerBread animation export to .x format....


Someone else will have to help you with that part. :)
Spacemice Wiki -- Input devices for a 3D world.
Spacemice / Blender Compatibility

CoDEmanX
Posts: 894
Joined: Sun Apr 05, 2009 7:42 pm
Location: Germany

Postby CoDEmanX » Tue Oct 30, 2012 8:05 pm

2.) maybe be weight paint problem? Check your vertex groups, there might be unassigned verts which then fly around or appear misplaced.

dunno if there is a limit to the number of influencing bones, maybe you have too many. Recent builds provide an operator to cap the number to a given value:

http://wiki.blender.org/index.php/User: ... texWeights
I'm sitting, waiting, wishing, building Blender in superstition...

opener
Posts: 6
Joined: Tue Oct 02, 2012 12:19 am
Location: Sweden,Luleå

Ok

Postby opener » Tue Oct 30, 2012 9:34 pm

Question 1 ok I understand.

Question 2 maybe it is some vertexes that I not have assigned to any bone.
I realize...
The sample with Gingerbread is just to see how to do animations in Blender.
Trying to edit one old Gingerbreadfile without (before) skinning and trying to insert a new bone which will ovn every vertex that should not be moved.
It's funny but it seems to be very difficult to append a new bone.
Can't understand why?

When push A to select or deselect every bone it's just the new bone who selects or unselects in edit mode and in pose mode.

Or every other bones selected or unselected.

It seems to not belonging to the group of bones?
What should I do?
JUL

CoDEmanX
Posts: 894
Joined: Sun Apr 05, 2009 7:42 pm
Location: Germany

Postby CoDEmanX » Wed Oct 31, 2012 6:50 pm

hard to tell anything about the problem, as we can't see what's exactly going on. Appending bones to an existing armature can be difficult, you need to make sure the relationships are set (parents) and the bone orientations are right. There should be one root bone, all other bones should be connected to it.
I'm sitting, waiting, wishing, building Blender in superstition...

opener
Posts: 6
Joined: Tue Oct 02, 2012 12:19 am
Location: Sweden,Luleå

OK then, close this

Postby opener » Wed Oct 31, 2012 11:22 pm

Thanks all for your answers.

Im going to do the Gingerbread sample (with a normal skeleton) again to learn me Blender.
Or my own monster mesh I would like to animate under my lifetime.
Or maybe there are other better samples I could follow to do a more realistic figure.

Have tried Caligarys produkt and much more free tools but every tool seems to have very dark sides (or black hole) in some functionality.
I hope Blender have everything I need it's not much.
Do a figure with a normal skeleton and UV mapped and it must go to animate it easy on different ways and get it to one meshfile (.x format).

In truespace when this program works I could export different animations to separate .x file as text and copy the AnimationSet section to one big mesh .x file (with the same Meshdata) with all animationsets.
JUL

opener
Posts: 6
Joined: Tue Oct 02, 2012 12:19 am
Location: Sweden,Luleå

Happy today!!

Postby opener » Fri Nov 09, 2012 10:14 pm

DirectX export now works for me.
I hope future releases will be stable about DirectX export!!!
I'm willing to send my contribution soon.
Must test it in my homemade engine first with 2 or more animationsets.

Why everything looks bad is because I have not assign some vertexes.
Every vertex must be owned by some bone(armature?) as CoDEmanX told me. Thanks!

Before rigging and when the geometrics are ok always save the Blenderfile on a safe place to avoid a lots of jobs!!!

DirectX export options //with these GingerBread looks perfect in DirectX Viewer.
System: Left handed //else you see his back
-Rotate X 90 degrees = Active //else camera is looking upwards below him
-Include frame rate = Active
-Export armatures = Active
Animations: [Full animations] or [Keyframes only] //can't see any diffrent
Export: Selected objects //it works I get rid of the plane below him
JUL


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