Help Needed with Direct X to Torque
by Thomas Scott · in Torque Game Engine · 01/03/2006 (10:58 am) · 12 replies
I have a dilemma and need the help of someone in the Torque community. I purchased the Dark Matter packs from The Game Creators, which contains a lot of characters, monsters, and props. The problem is that the models are all in .X format, some of which contain animations. I have been desperately trying to get these files into Torque format, including the animations, but have had no luck. gameSpace has problems with the DirectX format and everything fails there. I've tried Milkshape, but the animations don't import. Or at least I've yet to figure out how they import. These are the only 2 tools I have and I can't afford to buy anything really expensive.
So, does anyone know a good solution that will work that isn't very expensive?
So, does anyone know a good solution that will work that isn't very expensive?
About the author
#2
Any other ideas?
01/03/2006 (11:25 am)
Unfortunately, 3DS Max is not an option due to its cost. Using a 30 day trial for commercial purposes is a violation of their licensing and I wouldn't want to go there.Any other ideas?
#3
01/03/2006 (11:29 am)
Milkshae3D can import *.x files and export *.dts
#4
01/03/2006 (11:31 am)
I've already tried Milkshape and the animations do not seem to import. Have you actually had success importing an animated .X file? If so, maybe you can help me figure out what I'm doing wrong.
#5
i know they do a decent job of converting plain models, but i'm not sure about rigging/animation.
01/03/2006 (11:46 am)
Right hemisphere has some excellent and affordable tools for conversion.i know they do a decent job of converting plain models, but i'm not sure about rigging/animation.
#6
Nope, never imported an animated *.x myself... so I can't really offer any help there. =\
~ Sorry
01/03/2006 (11:47 am)
Thomas,Nope, never imported an animated *.x myself... so I can't really offer any help there. =\
~ Sorry
#7
Fragmotion will maintain the animations and then export in a Mlkshape (ms3d) format with the animations. You can use the DTS Plus Exporter to take the files from there to DTS with the animations. The advantage to picking up Fragmotion is that you can monkey with the bones and you won't hose the animations ( Milkshape will tweak them if you remove or move a bone/node). The other advantage is that it's only $20 bucks.
- Alan
www.reallyreallygoodthings.com
01/03/2006 (11:49 am)
@ThomasFragmotion will maintain the animations and then export in a Mlkshape (ms3d) format with the animations. You can use the DTS Plus Exporter to take the files from there to DTS with the animations. The advantage to picking up Fragmotion is that you can monkey with the bones and you won't hose the animations ( Milkshape will tweak them if you remove or move a bone/node). The other advantage is that it's only $20 bucks.
- Alan
www.reallyreallygoodthings.com
#8
Alan, Thanks for the tip on Fragmotion. I'll definitely try that out.
01/03/2006 (12:09 pm)
Orion, I tried Deep Exploration from Right Hemisphere and it also did not import animations.Alan, Thanks for the tip on Fragmotion. I'll definitely try that out.
#9
I tried Fragmotion and the .x import worked beautifully with animations intact. I don't know abou the export to Torque yet, but I have high hopes. Thanks for the tip, you've just saved me tons of time and money on my project.
01/03/2006 (12:19 pm)
Alan,I tried Fragmotion and the .x import worked beautifully with animations intact. I don't know abou the export to Torque yet, but I have high hopes. Thanks for the tip, you've just saved me tons of time and money on my project.
#10
01/03/2006 (12:27 pm)
Alan, I have one problem that you might be able to help with. The .x models import with a different coordinate system and so they are lying flat on their backs instead of standing up. Is there a way to rotate the model in Fragmotion, including the skeleton? I exported to Milkshape and tried rotating it there, but only the mesh rotates and the skeleton remains fixed.
#11
Yep. select all from the drop down menu, then to the right there are some different choices that you can select. I believe it is rotate all, but I'm not sure. ( I'm at work right now, so I don't have it in front of me). One of those will allow you to rotate all of the selected items on the X Y Z coordinates. You also *may* need to mirror left and right (Again I can't remember, but just play with it a little). It can definitely be done, since I have those same models =).
- Alan
01/03/2006 (12:43 pm)
@ThomasYep. select all from the drop down menu, then to the right there are some different choices that you can select. I believe it is rotate all, but I'm not sure. ( I'm at work right now, so I don't have it in front of me). One of those will allow you to rotate all of the selected items on the X Y Z coordinates. You also *may* need to mirror left and right (Again I can't remember, but just play with it a little). It can definitely be done, since I have those same models =).
- Alan
#12
Thanks. That did it. It looks like this tool will do what I need. I am eternally grateful.
01/03/2006 (12:57 pm)
@AlanThanks. That did it. It looks like this tool will do what I need. I am eternally grateful.
Torque Owner Joe Melton
Fails At Making Games
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