13th March 2007, 01:08 PM | #11 |
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Join Date: Mar 2007
Posts: 3
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Re: DirectX importer?
If you go to the main site for AC3D where it lists the features, It says you can
use .x files. I just got AC3D and you are correct. It does NOT load or export .x files. False advertisement. Too bad too, cause AC3D is uber to work in. also too bad no refund. |
13th March 2007, 01:55 PM | #12 |
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Join Date: Jan 2007
Location: Germany
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Re: DirectX importer?
What you are talking about ? The only advertise is .X-export and that is functional
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13th March 2007, 03:53 PM | #13 | |
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Re: DirectX importer?
Quote:
My bad. I still wish we could import .x Ill be working on this, if I come up with anything new (and as always ill make sure its free) ill update here. |
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4th August 2007, 02:11 AM | #14 | |
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Re: DirectX importer?
Quote:
Another, a free, Animating, semi-useful, program called Marzipan, can import .X files and export alot of things, but it can export Wavefront .OBJ files. I use this when I want to edit .X files. heres the link: http://silentworks.hu/index.php?page=downloads&t NOTE: Though it may say that it cant export .OBJ in the feature list. It can, it just not mentioned (its under the Export Menu in the program) Good luck! Liam Last edited by Liam; 4th August 2007 at 02:14 AM. |
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15th October 2007, 04:47 PM | #15 |
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Join Date: Oct 2007
Location: Chantilly, VA
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Re: DirectX importer?
There is a python script for converting from mqo to ac 3D format on the rc-sim.de web site.
http://www.rc-sim.de/wbb2/thread.php?threadid=4707 The thread is in the German language but translates well enough with Google or Bablefish. Here's the link to the download: http://www.rc-sim.de/wbb2/attachment...chmentid=10285 You have to install Python on your computer to use the script and then run it from a command line window. It works OK for now. You have to clean up your .mqo file. Some things that cause errors are faces without materials and material names with spaces in them. It's best to clean up your file in Metasequoia before attempting a conversion. Select each object and then in the [Object] menu select each item in turn, [Align Faces], [Delete overlapped faces], [Unify Faces] and [attach current material to non-material faces]. Beware though, this could mess up your functioning 3D creation so if Meta reports any changes, make sure you want them or hit the undo [Ctrl-Z] key. Now run mqo2ac.py at the command line prompt with "python mqo2ac.py" and answer the source .mqo and destination .ac prompts. If you have errors you'll see them in the window, if not you'll get a list of each object translated. When you open the file in AC3D, first rotate the model 90 degrees around the Y axis and position the model's center of gravity where it belongs, usually on the motor thrust line and 30% back from the wing root. If your model does not show the textures, select each object and load the texture for that object. A couple of other items need tweaking too. Surfaces in Meta are smooth by default, in AC3D they are flat. So select the surfaces and make them smooth. Also, the image maps in Meta are usually on a white background with some luminance. If you find your models are too dark in ClearView, you'll need to select the material in AC3D and lighten it up a bit. This conversion is a bit teadious, but I've now done 4 models this way and it is repeatable and better than a standard DirectX import built into ClearView. One other note, I found if you want to use the DirectX import, first assign a unique material to each object in Meta, then when you import the DirectX file, each object will be preserved. You'll then need to rename the objects and reapply the image maps. -- ggunners |
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