Wotan42:
I checked that the armature of the model is complete and that the model is completely skinned. Having achieved this I thought all that I have to do is bake it and export it in directX format.
I am still using v 2.48 but I would assume that there is no significant change to the animations.
All XNA needs are the keyframes so as long as your animations have those you should not need to do any baking. As far as I know, you will need to use FBX, not X. I tried .X with no luck.
The FBX exporter shipped with v 2.48 is no good for XNA. You need the specially modified one, downloadable from a link on the scripts section of blender.org. You can use the same one with v2.49b (NOT v2.49a where scripts are broken!)
As I have said in many many posts, look at my
web site. There is a checklist of essential things on that to help export from Blender to XNA.
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Well on the way to creating a First Person Shooter with Over the Shoulder view...
Another few years and it'll be done!
http://games.discoverthat.co.uk/ - Skinning Sample Dude for Blender and XNA Parallel Spilt Shadow Maps plus other stuff...