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3DS Max to X File problems

Started by May 06, 2001 05:43 PM
3 comments, last by JoeNo6 23 years, 9 months ago
I''ve set my othogonal projection for my isometric engine and I was eager to start filling the programme with 3d tiles. I''m using 3DS Max 3. The problem I am having is that the placement of 3D objects is all over the place. For example, I have a door arch and a door in one 3dmax scene. They are two objects positioned how I want them to look when rendered. When I convert to a .x file and render, the two objects are no longer lined up correctly. The problem is the same when using the DX7 sample programme ''XFile'' to view so I know its not my programme code at fault. I''ve played around with pivot points and pivot alignments. They all make a difference but I can''t see the pattern - its illogical. Basically the transformation matricies in the .x files are subtely wrong. If the objects are seperated into two different scenes, the lining up is still wrong. It seems most problematic with non-symetrical placements aroudn the origin. Has anyone had success with these issues? I''ve tried using the exporter plugin from DX8 (even though I''m currently still using DX7) and the problem is the same. Thanks Joe
Their origin points proably dont line up. Check to see if their origins match exactly by putting both objects within a scene in max. If you dont want their origin points to match you will have to line them up manually in game.

-ddn
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Thanks for the reply.

I''m slightly confused. By object origin do you mean pivot point? I''ve tried making these the same (and aligning to world) but if anything, that makes it worse.

I''m having just as much problems with two objects lining up that were created in the SAME max scene. For example, my doorarch and door were created together and exported together as one .x file. When viewed, the door is detached from the arch.

Changing pivot points does have an effect but its unpredictable for me.

Please help

Joe
I''ve sorted my problems by ignoring .x files (via 3DS).

Using the utility at http://www.solosnake.fsnet.co.uk/main/applications.htm#ASEtoDXA

I''m now sorted. From 3DSMax you save as ASE (ascii) format. The utility converts it to a more DX friendly format (getting the axes the right way round, etc...) and away you go.

Obviously there is a problem with either the 3DS export (which I doubt) or the microsoft utilities for the .x format.

Strange but true.

Joe
If you are using the code sample in the sdk to retrieve the TM, it is "wrong" because it does not take care of object offsets calculations.

When you reset the object TM to identity in max, the changes are applied to the object offset TM. The offset is a hidden data value and not visible in the max UI.

If you need the code to calculate the TM, mail me.

..

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