'Exporting Animated Models with Biped from 3ds Max to XNA'

本文介绍如何从3dsMax导出模型至XNA。首先需要安装最新的FBX导出器及Panda DirectX Exporter插件。确保模型位于3dsMax网格中心,并使用Unwrap UVW修改器。通过文件导出功能设置文件名,选择Autodesk Media & Entertainment预设,并调整FBX版本。最后,在X File Settings中设置DX Frame为Subframe hierarchy等选项。

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'3D Studio MAX'

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'Exporting Animated Models with Biped from 3ds Max to XNA'
by Edivar - Jazz Criações



Downloading and Installing Necessary Plug-ins:



The first thing you need to do is to download and install the newest FBX exporter from Autodesk (fbx20091). To download it, use the link below:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916

You’ll also need the Panda DirectX Exporter Plug-in*. To download it, use the link below:http://www.andytather.co.uk/Panda/directxmax_downloads.aspx

*To install the Panda DirectX Exporter Plug-in, just put the file, "PandaDirectXMaxExporter_x86.dle", in your 3ds Max plug-ins directory. For example, C:/Program Files/Autodesk/3ds Max 2008/plugins


Exporting to XNA:



Before exporting your model, be sure that it has been put in the grid centre of your 3ds Max, because your model’s pivot will be defined by its position in relation to the grid centre in 3ds Max, so if it’s out of the grid centre then it’s going to make the translation movement when it turns (Fig.01).


Fig.01

Open your model to be exported in 3ds Max (in this case I have used 3ds Max 2008).

The Unwrap UVW modifier must be collapsed into your mesh; the model to be exported can only contain your mesh, bones and "skin" or "physique" modifiers (it works with editable poly or mesh).

With your model ready and animated, click on File > Export and set a name for your file (remember: the fbx exporter will only export the animations that appear in your timeline).

In Presets, set your current preset to "Autodesk Media & Entertainment" as shown in Fig.02.

Fig.02

Click on Advanced Options, then on FBX File Format and set the FBX Version to: FBX200611, as shown in Fig.03.

Fig.03



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Click on the X File Settings tab; in Dx File Type check Text, in Dx Frame check Sub frame hierarchy, and in XFile Animation Options check Include Animation options and change the Type to Open and the Pos. Quality to Spline Positions (Fig.09).

Fig.09

Finishing that, click on OK and your .X model will be ready to import to XNA without any problems!

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