MAYA TO 3DRADTo export
.X files from
Maya, you will first need a
DirectX .X file exporter.
You can download a version from the following website ( kindly provided by Chad Vernon ) : -
http://www.chadvernon.com/blog/downloads/cvxporter/On the website is full instructions on how to install and run the exporter.
Step By Step Instructions On Exporting1. Within Maya, in your
Settings / Preferences, click on
Display and make sure your
World Coordinate System is set to
Y and that your
Working Units is set to
Centimetres, Centimetres may seem small, but 1 centimetre unit is equivalent to 1 normal unit in 3DRAD. See image : -

2. To ensure your working to a default unit size, go to
Display > Grid and open the Options box, and set your sizes to the following which will ensure your grid display unit size is exactly 1 centimetre scale. See Image : -

3. Go to
File > Save Preferences to save the settings for good, you will not need to perform steps 1 to 3 again.
4. This isn't a tutorial on modelling, so I wil leave that in your domain, needless to say, create your model, assign your UV's, and once finished make sure you delete all history, remember to check for things like floating vertices, unmerged polygons, etc.
5. If you have seen the tutorial on creating your own skinmeshes in 3DRAD here : -
http://www.3drad.com/importing.htmyou will notice that you create a directory first for your SkinMesh, for purposes of clarity and understanding, we will use for our example, a directory for our SkinMesh called
Crate. This will be an example of a mesh and texture, so within your 3DRad installation folder, you will find now find the following folder ( assuming the root of C is your installation drive, if not, browse to your installation folder )
C:\3D Rad\3DRad_res\objects\SkinMesh\CrateWithin that directory will be the default SkinMesh data, this consists of
000_em.dds
000_nm.dds
000_mesh.x
000_shadow.x
bluefish.bmpSave your base Maya file into that directory as
000_mesh.mb ( or ma, depending on your preference for Maya Ascii or Binary files ).
000_mesh.mb is your Maya source file. Save your texture to the same folder, for this example, we have used
Crate.bmp6.
C:\3D Rad\3DRad_res\objects\SkinMesh\CrateFor test purposes we only need to export a skinmesh and texture, so delete the following files from the folder : -
000_em.dds
000_nm.dds
000_shadow.x
bluefish.bmp 7. Back within Maya, if you installed the .X exporter correctly, you will have it accessible via a shelf icon, select your object, in this exaple, our Crate object, and then select the .X Exporter shelf item, the UI for the .X exporter will open, now set the options as follows : -

It's very important that you have the following options unchecked,
Tangents and
Binormals, otherwise you will not get anything to appear in 3DRAD ( although it would display in external .X mesh viewers ).
Click on
Export Selected, and browse to your folder,
C:\3D Rad\3DRad_res\objects\SkinMesh\Crate in our example, select the default
000_mesh.x that already exists in there that we left from before, and click
Save, this will overwrite the default version.
8. Back in 3DRad, go to
Objects > Add, the select
SkinMesh, press Enter, then select to
Change, then choose your new object, in our example, the Crate, if everything has been done, you will now be looking at your newly created skinmesh in 3DRAD.
Hope you find this tutorial useful.
Regards.
EDIT UPDATE : Boned Animation SkinMesh ProcedureTo export boned animation from Maya, you follow a similar process. Rig your model and create your animation. Now there is two ways to export your boned animations directly out of Maya. I will document both.
( A ) Multiple AnimationsMultiple Animations can be achieved be creating your animation as you would usually, but keep a note of you keyframes, for example, you may have something like the following : -
Frames 01-24 = Character Walk
Frames 25-48 = Character Run
Frames 49-60 = Somersault
Now to export all these seperate animations on different keyframes to a different file, we invoke the
CVXporter, and choose the following options with regards to animation : -

Then we add our first animation 'set', this will become our
identifier within 3DRAD : -

Now click on
Add Set twice more to add the other animations : -

Now, click on
Export All, browse to your allocated SkinMesh directory and save your
000_mesh.x file there. You would have needed to have set up a new SkinMesh directory at the beginning - see first tutorial for more information on how to achieve this.
IMPORTANT STAGE : -Load your exported 000_mesh.x into MView.exe
http://users.skynet.be/fa201614/irrlicht/mview.exeCVXporter exports animation, but not in a format that 3DRAD recognises, so we need to rectify this problem, once your
000_mesh.x is inside
MView.exe, click Save As, and overwrite the original 000_mesh.x file, this will reorder the .X file correctly, and 3DRAD will now recognise the file as a file that contains animation.
( B ) Single AnimationsTo Export Singular Animations, we utilise the same process, create your animation, for example, a character walking, then we invoke our
CVXporter, and set the following options : -

And once more, we add our animation 'set' to the exporter dialog : -

Then click
Export All, and browse and save your
000_mesh.x to your allocated SkinMesh folder. As before, we need to perform one more step before 3DRAD recognises our new SkinMesh as an animation, Load your exported 000_mesh.x into
MView.exe, click
Save As, and overwrite your original
000_mesh.x file. Back in 3DRAD you will now have animated SkinMeshes.