Blender 2.41 and DirectX Mesh export

Hi there,
First I’d like to say hello to everyone. I’m completely new to Blender and 3D Art in general and therefore have a pretty basic question.

I recently started programming DirectX (Managed DirectX to be exact) and got to the point where I can load .X Meshes and render them. Now I’d like to get into Blender to do my own Meshes.
So I followed this tutorial (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Modeling_a_Simple_Person)
When exporting to an X Mesh using one of blenders exporters, my guys head appears under his feet (i.e. not where it should be).
So I wanted to try an exporter from Mindfloaters. But that gives me an error message.

Traceback (most recent call last):
File “<string>”, line 1526, in ?
SystemError: error return without exception set

I am using the most recent release of blender i.e. 2.41

Does anyone know how I can fix this problem?

there is a more recent version of the script you can try,

http://xoomer.virgilio.it/glabro1/python.html

if it doesn’t work post the blend file and we can fix the problem.

LetterRip

Hi folks.

LetterRip: Does that script on the web link you posted also correctly export characters which are animated with armatures? I downloaded the examples from the webpage, but when I try exporting, then importing into a directx viewer, there is no animation and I get a few errors.

thanks!

jason

I’ve tried that examples with Deep Exploration and
DirectX Mview,UU3D,Win Converter and no errors occured.
So guys if you dont report what exactly happens
and an example of what you are doing no one can help you!!!

Ben

Okay, here we go:

  1. Load example 2 (test_2_240.blend)
  2. Select: Export->DirectX->All The Scene
  3. Select Export
  4. Load the .x file into the Irrlicht Mesh Viewer (maybe the problem is here)
  5. Error occurs on loading into irrlicht mesh viewer:
    Unkown syntax while reading texture filename string in x file
    Loaded mesh: C: est_2_240.x

I will see if I have any better luck with Deep Exploration, etc.

thanks Ben,

jason