Exporting for XNA

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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

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Exporting for XNA // SDK, Plug-in & 3rd Party Area

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Post by Caesar // Nov 14, 2008, 3:46pm

Caesar
Total Posts: 5
Is there now a plugin so that we can export in fbx format. I want to use models in XNA and it supports only .x (which I am informed does not handle animation etc and from my experience is hideously unreliable as a format) and fbx. Is there a way to do this now, or is there one coming? This is such a nice piece of software and from my early fumblings around it appears to be powerful and pretty easy to pick up. Its biggest drawback (actually, for me so far, its only drawback) is the number of formats it exports to.

Post by frootee // Nov 14, 2008, 6:15pm

frootee
Total Posts: 2667
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Hi Caesar. I know one plugin developer is working on FBX export, but they're tied up right now on some other projects. I'll try to ping them on this.


Good to see there's interest! :)


Froo

Post by Caesar // Nov 14, 2008, 11:08pm

Caesar
Total Posts: 5
I rather suspect if there was a good fbx exporter this product would capture a large percentage of the modelling for the growing XNA crowd. I have little choice at the moment but to use Blender which, while very powerful, is excrutiating to use. I played around some with Truespace and found I could quickly learn to do most things. I can also learn them in Blender, but it takes many times longer. In terms of importers and exporters though, Blender has Truespace beaten.

Is there a list somewhere of all the available plugins or is the SDK too new for there to be any yet?

Craig

Post by frootee // Nov 15, 2008, 3:54am

frootee
Total Posts: 2667
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The current publically released SDK is a beta. The final SDK has not yet been released. The first plugin has been released from TurboSquid, called Tentacles. That's about it so far.

Post by TomG // Nov 18, 2008, 3:30am

TomG
Total Posts: 3397
The X format in the workspace side does handle animation, that said the process of getting it imported and running with the XNA pipeline was one I didn't get a chance to pursue due to other commitments - someone I think had it resolved and working.


So for XNA, .X should be viable. I'll see if time comes up where I can turn some attention to that again.


HTH!

Tom

Post by Caesar // Nov 20, 2008, 1:54pm

Caesar
Total Posts: 5
I have subsequently discovered that the information I had about .X was wrong. I had read a discussion on a forum that stated that .X did not contain any animation information. Just shows you can't go blindly trusting the internet I guess. I am now back using Truespace and will shortly begin trying out the animation in XNA.

Post by Ospreyluvr // Jan 21, 2009, 5:37am

Ospreyluvr
Total Posts: 112
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How is the .fbx plugin going? I am now making games in XNA 3.0, and I would like to know. I have had bad experiences with .x, especially in TS 7.6.
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