X-porter Problems for Max 6


#1

Great. Just great. After some testing with X-porter for Max 6, I have a fully rigged character with deformations, and now it won’t export with animations. I’m also trying to use it with the Irrlicht game engine. If I Compile my Irrlicht file with it, the console window says, "Unknown data object in material in X file: Effect Instance
No finishing semicolon in x file: leFoot
" "
" "
Loaded mesh: Sasha.x
Loaded texture: SashaScreenshot.jpg "

Also note, I’m using the Direct X 9 material in Max. It loads the character. but no anims! What’s going on?


#2

I don’t work with Max and have never heard of this game engine, but here is some info that may or may not help. The X format was not originally intended to be used for game development. It was originally created for rapid prototyping and as an example of how to implement a format in Direct X. As a result, there are possibly dozens of versions of X formats out there which are not compatible with one another. What those errors are telling you is that your exporter has included a material effect (probably from the DX9 material) that the game engine does not support and that your X file is formatted differently than what the game expects to see in an X file. The only solutions to this problem are to talk to the developers of the engine to try to sort the issue out and/or write your own Xporter for Max that will format the X file as the game expects.


#3

Howdy GothTropic411
I have been using Irrlicht with X files pretty successfully. There are a couple of whacky issues, buit they can be over come.
(incidently, have you jonied the Irrlicht forums?)
Anyway, I have never used the X-Porter, only the Panda X exporter, but this probably applies.
First off, your animations must be done with bones and physique modifier.
Second, there must be at least 2 keyframes.
If you want to give Panda Exporter a shot, I can post the export settings that I have used.

The next thing deals with what Cronholio was talking about with the variations of the X foramt out there.

Once you have exported from Max, try and open the file with Irrlicht’s mesh viewer.
If it doesn’t show up properly, or animated correctly, then open the file with the Mesh viewer that comes with the DirectX SDK.
Save the file from there, then try again in Irrlichts mesh viewer. If it works in the DirectX Mesh viewer, saving it from there will work in Irrlicht.
(actually, I entirely skip that first step…as soon as I export from Max, I put it right into the DirectX viewer and save.)

EDIT: if it doesn’t work correctly in the DirectX viewer, then it is an export issue.
Good luck!


#4

Yes, I am on the Irrlicht forums. You’ve answered my q/a’s before, thanks for the help. Sorry I didn’t reply sooner, but I haven’t checked into CGTalk recently.
I didn’t originally know you had to have at least 2 keyframes for X-porter to work; sometimes I’ve tried it with multiple frames, and that’s what caused my character animation problem below.
What are your Panda Exporter settings? I would like to try them out to see if they work on my end.


#5

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