google: http://www.mvps.org/vbdx/tutorials/exportx/index.html http://www.3impact.com/3Impact_Engine/hulk7123/3dsmaxtips.htm http://www.andytather.co.uk/Panda/directxmax.aspx so there should be already available exporters for *.x. Another way would be to use a popular format and or standard and use free classes that are…
Hello Polycounters; It has been a day so far since I have been looking for a resource that explains the Exporting the character model from 3ds max with different sets of animation for the same character model and import it in your program. (AKA: Exporting the animation in to the programming tutorial. According to the…
can you be a bit more specific to what you want/need. If you manage to import and export animations, doing "sets of animations" is just a trivial extension?
In other words I'll have create my own game engine in order to do that..... Thats a bummer. Like I said there are many tutorials (actually a real book of 3d Animation with C++) to code set(s) of animation in programming, but I havent seen anyone creating sets of animations in 3ds max and exporting it to his program, except…
Well, when a game engine is made the programmers either choose an existing animation format and build the engine around that, or they create their own animation format to fulfill their own needs. After this they'll develop tools to convert the output from their animation software into a format accepted by the game engine.…
related thread: http://boards.polycount.net/showthread.php?t=72339 your thread title could be more descriptive like the addition of *.x, almost couldn't find it back!
This one would be for the coders to answer. Every game company has its own proprietary engine, therefore their own tools to import into that engine. As far as content side, we have nothing to do with it. Just as UDK has its own import tools...
Ya, the person wanted to understand the *.x file rather than converting the model to xfile with animation. But I guess it could relate to that. Will follow that one up. Thanks :)