Loading .x levels from 3ds max

Jan 17, 2010 at 12:13 PM

i have a problem with loading a .x file from 3ds max into the editor... I can load the file, textures are loaded too, but the model is simply wrong drawn... See links below for images.

What is the problem here? Should i use .fbx instead of .x?




Jan 17, 2010 at 10:55 PM

A .x file should be fine, but I can't tell why your model wouldn't render without seeing the file.

Could you send a copy to bryanedds@yahoo.com?



Jan 17, 2010 at 11:08 PM

Also, make sure to hit the AutoBox button (the one with the right-angle ruler on it) to quickly establish a bounding box around the model so it doesn't clip improperly. Just a convenience, really.


Jan 18, 2010 at 10:12 AM

Hi Fabi!

I checked your model. It has a lot of stuff in it that the XNA Model importer isn't going to like. Lights and animation, for example. Even viewing the model in the DirectX viewer caused problems. I'd suggest redoing this particular model one piece at time. Each time you add a part, make sure it works in the DX Viewer and then the editor. Try to keep the model as simple as possible. Put as little faith in the XNA model importer as possible. Only believe that a 3DS Max model feature will correctly import into the XNA after proving it :)

Since you're not using any Ox-specific model importer code, I'd redirect any model-importation problem question to the creators.xna.com forums.


Jan 18, 2010 at 10:16 AM

Also note that StandardModel is not made to do animations. Animation should either be scripted in or use the AnimatedModel component. The AnimatedModel component leverage the XNAnimation library. Queries about XNAnimation model importation questions are best directed to http://xnanimation.codeplex.com.


Jan 18, 2010 at 1:10 PM

Okay, now i have a new model without any lights or animation data and both the dx viewer and the editor can load the file. =)
This time i used quads instead of planes...
So, thank you up to here and now let's talk again about the physics ;)