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Need Tips For Exporting Character Model From 3ds Max To XNA

Last post 01/06/2009 21:49 by Cevo70. 5 replies.
  • 01/06/2009 16:29

    Need Tips For Exporting Character Model From 3ds Max To XNA

    Hi everybody ... i have some weired problem when i export my skinned and animated model .... i use :
    -3ds max 2009
    -skinnedmodel sample
    -FBX file format
    -I animated my model using a Biped (3ds max character studio) and Skin modiefier

    when i export it very odd deformations happen to the model .....and what drives me crazy is that i made it before and eveything was right .....

    i need some tips .... i heard some things like "the model's pivot must be aligned to the grid center" i need some tips like this that may cause this problem 
    ...... so is there any one who used "3ds max" to make his game art and can help me in this problem ??? 

    thank U
  • 01/06/2009 16:41 In reply to

    Re: Need Tips For Exporting Character Model From 3ds Max To XNA

    This happens to everybody that does fbx exports, I can just say that you have a long ride of trial and error in front of you. I would recommend you to start with just a simple mech, with nothing special on it. Try to export, add bones, export, add skinn, export etc. by doing it step by step, you can find what's causing the problem. Good luck, you need it!
  • 01/06/2009 17:56 In reply to

    Re: Need Tips For Exporting Character Model From 3ds Max To XNA

    FBX changes every release, and it has known bugs in each version. It seems as if, for some reason, Autodesk just can't get it right. You'd think they'd solicit some number of test models from different real-life studios (for film and games), and verify that they transfer correctly with each file format with each version, but as far as I can tell, that doesn't happen.

    First, you need to apply the reset xform modifier before you apply Physique or the Skin modifier. You also need to remove scale from all your bones, before binding to the skin. If you haven't, this means that you have to un-bind your skeleton/modifier, reset the mesh and the skeleton bones, and then re-bind/re-weight the mesh. Yeah, that's a drag.

    Second, you need to experiment with the different parameters, export parameters like "make Y up," scaling, etc as well as import parameters like "flip winding," scaling or rotation.

    Third, if you still can't get it to work, when I got annoyed that it just wouldn't work, I wrote my own exporter: kW X-port. As far as I can tell, it is the least buggy, most complete way to get animated characters from 3ds Max 9/2008/2009 into XNA Game Studio. Coulped with kW Animation it actually makes for a useful animation system. As far as I can tell, people using FBX and/or the Skinning Sample end up running into a lot more limitations than I've run into with those libraries. However, kW Animation is not for the beginner -- it doesn't come with tutorials or hand-holding.

    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 01/06/2009 18:06 In reply to

    Re: Need Tips For Exporting Character Model From 3ds Max To XNA

    well ...i gess it's a good solution but it would be helpful for the model i will create after two years from now  ......(;D) .... actually when i searched about somethings that may cause this problem ... i found that the problem is about exporting the "bindpose" in the right way .... may be i missed some option while exporting ... or the animation must be done using some special way .......... i don't really know

    any way, thank U very much for Ur reply
  • 01/06/2009 18:24 In reply to

    Re: Need Tips For Exporting Character Model From 3ds Max To XNA

    WooOOooW ... that's the information i need.... ok i didn't try this yet but it seems to me, it's the right solution  ............... because i think i tried every thing else and didn't work
    if all my trails fail .. i will try your exporter ....... it's just i hope some day i write my own (^.^)
    Thank You For Reply
  • 01/06/2009 21:49 In reply to

    Re: Need Tips For Exporting Character Model From 3ds Max To XNA

    We're in this same spot, so at least you know you're not alone!!  

    jwatte - thank you
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