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Files with the .x file name extension are used by Microsoft DirectX to store meshes, textures, animations, and other user-definable objects with a template hierarchy for data storage. DirectX has .x-file interfaces that provide a simple and safe way to import data into DirectX applications. These interfaces identify structures with unique identifiers (IDs), validate data layout, and provide data referencing and other intrinsic features.
Included with the DirectX software development kit (SDK) is source code to build a .x-file exporter plug-in for Discreet's 3ds max (3D Studio MAX) application, versions 4.0 through 5.1. Some application providers include .x-file exporters that work with the application, such as Avid Technology's SOFTIMAGE|XSI
.
The 3ds max exporter plug-in makes use of the .x-file interfaces and functions developed to load ID3DXMesh, ID3DXPatchMesh, ID3DXSkinInfo, D3DXFRAME, ID3DXAnimationController, and other related interfaces and structures with minimal effort.
Once you have installed the DirectX SDK and Extras downloads (separate packages at Microsoft DirectX Downloads ), you can find the exporter plug-in files at the following location:
(SDK root)\Extras\Direct3D\Plug-Ins
Minimum Operating System | Microsoft Windows 98 |
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Required Applications |
Important The exporter may not build with Visual Studio .NET/Microsoft Visual C++ .NET. |
Complete the following steps to build the exporter plug-in on your computer.
(SDK root)\Extras\Direct3D\Plug-Ins\3DSMax versions 4 and 5\xskinexp.dsp
(3ds max root)\maxsdk\include\
(3ds max root)\cstudio\include\
(3ds max root)\cstudio\
(3ds max root)\maxsdk\lib\
(3ds max root)\cstudio\lib\
(3ds max root)\cstudio\
xskinexp.dle
to the following directory:(3ds max root)\plugins\
You can confirm that the exporter plug-in is loaded into 3ds max as follows. From the 3ds max Customize menu, select Plug-in Manager..., and you should see a green "loaded" dot next to the Xskinexp.dle exporter, along with its location at (3ds max root)\plugins\.
Generate your scene in 3ds max. When the scene is ready to export, use the following procedure.
The following table lists the export options and their descriptions.
Export Options | Description |
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Text | Default export option. |
Binary or Binary Compressed | Content is not affected. |
Export Patch Data | Existing high-order surfaces will be exported as patches instead of polygonal meshes. |
Include Animation Data | Animation will occur at the selected sample rate in frames per second. |
Looping Animation Data | The D3DX animation controller (ID3DXAnimationController) will replay (loop) the animation. |
For a skinned mesh scene, bone limitations are also provided in the dialog box. The exporter plug-in does not support bones that are not attached to a parent 3-D object; bones must be attached with the "node" button in 3ds max.