Directx model file




















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Read more We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you accept and understand our Privacy Policy , and our Terms of Service. I Agree. Home Extensions X File Extensions. Already voted, thanks! What is a X File Extension? You must have supported software programs installed for DirectX Model File on your system such as Lex. This template-driven approach allows the.

The variable-length header is compulsory and must be at the beginning of the data stream. The header contains the following data. Table of Content. Home 3D File Formats X. What is a X file? If this option is enabled then the DirectX key time values will be re-scaled so that they are converted from the DirectX ticks-per-second into Okino's more standard and common ticks-per-second. If the DirectX file defines a "ticks per second" template "AnimTicksPerSecond" then that value will be used instead of the default value such as If this option is disabled then no animation time scaling will be performed.

Most often you will want to disable this option if you perceive the animation is playing back too fast times too fast! In such cases, the original DirectX file was written incorrectly as "frames per second" and not the 'ticks per second' as it should have been.

Assumed Ambient Shading Coefficient A limiting factor of the DirectX file format is the lack of an ambient shading coefficient in the material definition. Thus, if you export out a generic model to a DirectX file, and import it into PolyTrams, the ambient shading value of the imported material will probably not be the same as the original ambient shading value. This type-in box allows you to specify the ambient shading coefficient for all materials imported from the DirectX file.

The default value is 0. If the imported model appears to be too washed out then set this value lower. Shading Coefficient Modifcations See below for a longer explanation of these combo boxes. In general, these combo boxes allow the key material attributes to be tweaked during import. This might be necessary, for example, if the imported objects appear too ambient, or too luminous.

However, all Okino software and many 3D software packages use a right handed coordinate system. This drop-down combo box specifies how the DirectX importer should try to convert the imported model from left handed coordinates to right handed coordinates: Dont Do Anything Nothing is done to the imported model. Flip Z of Vectors and Reverse Angle of Quaternions The Z component of each vector is negated, and the angle of all quaternion rotations is negated.

To un-do this change, select this combo box option and the DirectX importer will simply negate the Z component of the top-level transformation matrix imported from the DirectX file. Enable Import of Skin Weights Mesh Deformations "Mesh skinning" is the process of deforming a single skin mesh with a skeleton in the.

X file the skeleton is represented by the frame matrices which define the pivot point and orientation of each invisible bone.

The contribution of each bone of the skeleton to the deformation of a vertex in the mesh is controlled by vertex weights. If this option is enabled then a mesh will be bound to one of more "frames" in the. X file which represent the bones or joints of the skeleton via transformation matrices and weight values. Renormalize All Vertex Bone Weights By convention, the summation of all the bone weights associated with each vertex of a mesh should add up to 1.

However, there are cases where this is not true with imported. X files, often due to badly written programs where the. X file was originally exported.

Enabling this option which is the default will re-normalize the bone weights so that they add up to 1.

To have "skinning" in a DirectX two things are needed: a mesh and a hierarchy of "Frame" nodes which represent a skeleton of bones.

Normally the mesh is NOT located within the hierarchy of the skeleton. However, programs such as Character Studio 3DS MAX will allow a mesh to be parented somewhere within the skeleton hierarchy, and allow for the mesh to be animated and also to inherit transformations from its parent skeleton nodes. Most programs which support mesh skinning completely ignore all animation and transformations which are applied and associated with a mesh object that is being skinned.

However, Character Studio allows this. If you import such a file into Okino's stand-alone PolyTrans or NuGraf packages, and the "Ignore animation on skinned meshes" option is not turned on, then the skinned mesh will look incorrect due to this extra level of transformations being applied.

It will simply move the skinned mesh out of the skeleton hierarchy and re-parent it at the "world-space" level of the hierarchy. By doing so the skinned mesh will no longer be affected by any inherited animation or transformation data.

The "Set Skinned Mesh Transform To Identity" checkbox should also be enabled at all times so that the current transformation matrix of the skinned mesh object gets reset to the Identity matrix. This is necessary since the transformation of the skinned mesh should only be affected by the associated skeleton and not any local transform of the mesh itself.

Selective Loading These options allow specific portions of the DirectX file to be imported. Vertex Normals If checkmarked, vertex normals will be imported for each object. DirectX files contain vertex normals which are used to make the imported object appear smooth when shaded. Vertex Colors If checkmarked, vertex colors will be imported for each object.

However, not all export file formats can handle vertex colors. This option is disabled by default because the objects normally receive their color from the material definitions.



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