Milkshape -> .X Export

Jun 5, 2007 at 7:25 PM
Error 1 Building content threw Exception: Failed to parse Microsoft.Xna.Framework.Vector3 at token number 28242
value: 0.000000
Surrounding tokens:
;MaterialDefaultMat{0.800000;0.800000;0.800000;0.000000;;0.000000;*0.000000;0.000000;-92559592131255013000000000000000000000000000000000000000000000.000000;;0.000000;0.000000;-92559592131255013000000000000000000000000000000000000000000000.000000;; }} at Xclna.Xna.Animation.Content.XFileTokenizer.Throw(Type type)
at Xclna.Xna.Animation.Content.XFileTokenizer.NextVector3()
at Xclna.Xna.Animation.Content.XModelImporter.ImportMaterial()
at Xclna.Xna.Animation.Content.XModelImporter.XMeshImporter.ImportMaterialList()
at Xclna.Xna.Animation.Content.XModelImporter.XMeshImporter.ImportMesh()
at Xclna.Xna.Animation.Content.XModelImporter.ImportNode()
at Xclna.Xna.Animation.Content.XModelImporter.ImportNode()
at Xclna.Xna.Animation.Content.XModelImporter.ImportNode()
at Xclna.Xna.Animation.Content.XModelImporter.ImportRoot()
at Xclna.Xna.Animation.Content.XModelImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAndLoadAsset(BuildItem item, BuildItem requestingItem)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetViaCache(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings) C:\Documents and Settings\Jake\My Documents\DwarfTutorial\mario.x DwarfTutorial

I get this error with a model I animated and exported with Milkshape, any help?
Jun 6, 2007 at 2:38 PM
Edited Jun 6, 2007 at 2:40 PM
Hi, i have a similar Problem.

I want to use these 3 animated Milkshape models from www.psionic3d.co.uk.
But the export didn`t work.

I tried the "DirectX 8 File..." and the "DirectX (JT)..." exporter. And i have no idea about the settings for the Exporter.

Another problem is, that my own modles (and animations) are created with Cinema 4D. The C4D DirectX Exporter can`t export animations, and the X-Port Plugin http://213.239.195.198/~philipp/download.php isn`t good.

I hope somebody can help ous.
Coordinator
Jun 6, 2007 at 10:38 PM
Milkshape has problems exporting to .X, and often you need to actually look through the ascii file and see whats wrong yourself, which can be a pain. I try to edit the importer as much as possible to account for these errors.
Jun 6, 2007 at 11:50 PM
I`ll give a presentation next week. Therefore i need the animation in XNA. It´s possible that you, or somebody else send me / or upload some .X or.FBX files which work with the Animation Library?

The kind and style from the models doesn`t matter.

Where i found a good documantion for DirectX Ascii Files? I`m not specialised in DirectX but i understand the 3D-Mathematics (Matrices multipication and so on).

Thanx for the help.
Jun 7, 2007 at 2:31 AM
I don't know if its just my terrible modeling/animation skills (im still very new).

But I've only been able to get animated models to work that were first .3ds and then export to .fbx.

Also, milkshape seems to scale the .fbx animations to 900 after export ( don't know why) which I havent found a way around.

Finally, I can only import .fbx animations if I scale the animation to 30 frames before I export (but when I import its back up to 900).

I've found milkshape the easiest to learn and use, so its the only thing I'm using currently, if any1 have any tips on making it work a little better, I'm open.

SInce milkshape seems to scale all my animations to 900 frames (even simple ones), I'm having trouble figuring out how to make the animations play faster. They play, but
just really slow.
Jun 7, 2007 at 3:17 PM
Hi, i just recognized that the tutorial dwarfmodel.x file includs the following comment

// DirectX - from CharacterFX

the file includes also the AnimationTickRate and some templates

AnimTicksPerSecond {15; }

template SkinWeights
{
....
}

...

You can download the CharacterFX Tool here:
http://www.aptrio.com/Multimedia/Animation/characterfx-download-3934.html

With it i can import 3DS, Milkshape and Wavefront files and Export it to Driect X. But i can`t configure the exporter.

Maybe you can.