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Export animated 3d meshes from 3ds max to XNA

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Uploaded by on Dec 24, 2009

In this video I'll show you what I found to be the easiest and quickest way of exporting 3d meshes from 3ds max using kW X-port. We'll spit out a DirectX .x model file and load it into XNA using the SkinnedModelProcessor.

There are a bunch of different ways to get 3d content out of a specific DCC package and into your XNA game, but I've found this to be the easiest.

You can learn more about, and download, kW X-port here: http://www.kwxport.org/

Thanks.

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Uploader Comments (witmsp)

  • when ever I try to export my model any part that moves for the animation flys off to some random placeI think it maybe by bone rig but I don't know what it is

  • @Verynicepro That could be any number of things, but yeah, look at the rig and make sure everything in the model is skinned.

  • hey, i followed your steps completely.. but i keep getting a build error in xna 

    "The mesh "mesh_free_man", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0", any ideas why im getting that? i dont have a texture applied to my model, is that why?

  • @johnnymm65 Yeah, that's probably the issue. I guess each vertex will need at least 1 set of texture coordinates. You can likely remove this dependency by altering the vertex type to exclude the texture coordinate information.

  • Good job, help me a lot

  • @doggiecai I appreciate that; thanks.

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  • @witmsp it is the skin but it's almost like evey polygon thats weighted fails to render right

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