Indeed, as far as I am concerned, last thing I heared is the latest beta of the exporter is now included in 2.34 blender version.Not sure anyway.
Is basicly fully functional, you only need to care on setting at the beguining the same location and rotation -I don’t know if yet asks it to be 0,0,0- for both mesh and armature. Using N key for that.
Then, if you have -I say as many b3d users have purchased Ultimate Unwrap, or you may have someone in your team who has it and could make easily the conversions- Ultimate Unwrap, you then could do a very featured conversion from the x file with its bones and weights,towards b3d format, exporting it from Ultimate Unwrap, which would also allow to paint vertex colors, or even rtouch the uv mappings, weld the model, set autosmoothing, etc. In case is needed some of that.
The thing is I was testing the betas, and I think there was a separate version for Ultimate Unwrap, as it did seem to read x files in a different way. I don’t know if the 2.34 export dialog of x files will be “compatible” with Ultimate Unwrap. If so, that’d be imho the best path for you. Do all you character stuff and animation (unless you model outside blender and import the obj like I do) , and export as x from Export file menu in blender. Then , import it in Ultimate unwrap, maybe weld the model -I remember it unwelded sometimes, but older beta versions…- and then perhaps adjust autosmoothing. Export as b3d. In fact, it can work or not, but the proccess if worsk is quite easy and quick. I made it work for certain beta version of the x exporter; can’t tell you now if latest one does, or is just compatible with the more standard viewers only: MSoft viewers of x files, which ensures good going in game engines that import x files.
I suggested Ben Omari to add support for Ultimate Unwrap, and though I thought was a very software-specific feature, he was so kind as to make it work with it. As I see it, the exporter is constantly work in proccess, so if it does not know, it could work with Ultimate some time soon.
It has been proved that maya–>x–>Ultimate Unwrap, was a very good a working work path for getting animated and weighted characters from maya to b3d. Same path with Hash Animation Master and the Obsidian Games plugin.
So, till a b3d plugin appears (imo, only way for this is is some passionate user of B3d, as well as good coder and Blender lover, decides to code a plugin for it.) I’d recommend to try at least this way.
That’s one of the reasons why I meant the x file opens the field to several engines…other is that many out there already import x files natively. -not being direct based, no need, I was told.
I hoped that environments like Game Studio added x files import…it has it, but I think only bones and rigid weights…no real full weights yet. In Db Pro you can directly import a weighted x file. So, an experienced user of Blender could do already do art for Db Pro. And with help of converters like Ultimate Unwrap and others, Blender can be used already with many engines.