I’m a very new Blender user - one week. As with any new program I begin to learn, I like to get one “proof-of-concept” project done - no matter how simple. So after going through most of the noob->pro tutorial, I created my own animated mesh - part of one leg 50 verts, 3 bones, textured and animated. Then I hit the brick wall!
When I went to try and export it to .x to view in another program, I ran into a whole series of problems. The fundamental problem was that the included scripts and the other ones that I downloaded were tempermental at best.
The most frustrating thing was that when they didn’t work, there was no clue as to why! So after figuring out a number of issues, I decided to attempt to rewrite a script with the following goal:
GOAL: Export a valid file every time, or let the user know why not (preferably in advance of the export.)
Here is my first stab at it… (remember the “one week” thing… so I have to disclaim this as noob/beta)
Two main notes:
- This works for me and catches most of the basic junk I threw at it - it worked or told me why it wouldn’t. But I’m one new user. Please try it and if it won’t handle your file or produces a bogus .x file, please let me know what broke it and I’ll try and fix the script.
- Unlike most of the scripts I’ve seen for .x export, (if you select to export animations) this script exports ALL actions as named animation sets. (I never got the point of exporting 10 times and cut/pasting the animations into one file and anyway if you only want one, it’s easier to delete the extra ones.)
I have a number of functionallity changes in mind for the future, mostly related to the exported vertex count/UV/normal handling as well as a lot of internal code changes, but I want to make sure I’m on the right track.
I hope this is a help, esspecially to the noobies who haven’t learned all of the local “tricks of the trade” yet.