Directx Converter
You are here: » » Sales: 1-888-3D-OKINO Support: 905-672-9328 Copyright © 2018 Toronto, Ontario, Canada. DirectX 3D File Importer Please also refer to the corresponding Okino industry-standard. Overview This import converter reads in ASCII and binary DirectX (.x) formatted files. Mesh data (with vertex normals, vertex uv texture coordinates and vertex colors), additional uv sets (via FVFData templates), materials, texture references, hierarchy and object animation are all imported. Either all animation sets can be imported, or just a selective animation set. In addition, vertex weights used for mesh/skeleton deformation skinning are imported and can be played back or re-exported via PolyTrans.
How to convert DirectX.X files for use in games; Author: Simon Jackson; Updated: 14 Dec 2016; Section: Files and Folders; Chapter: Desktop Development; Updated: 14. Create automated workflows that convert data from the DirectX X file format for use in Autodesk 3ds Max with Safe Software's FME. Free 30-day trial.
DLL Dependency Note This DirectX importer depends upon the d3dxof.dll DLL file. This must be placed either in the top-level Okino home directory, in the Windows system32 directory.
Lack of An Ambient Lighting Coefficient in DirectX Files The material definition inside a DirectX file does not contain any information about the ambient shading coefficient. This import converter must assume a specific ambient shading coefficient. Microsoft Word 2007 Rar Gamefront Files.
What this means is that your imported model may look too washed out if the assumed ambient shading coefficient is too high. This can easily be fixed by modifying the Assumed Ambient Shading Coefficient value below. Dialog Box Options Geometry and Material Processing Options These options control how the imported geometry and material data is processed before it is sent to the NuGraf/PolyTrans internal database. Create Unique Set of Material Definitions If this checkbox is check-marked then only a unique set of material definitions will be created based on the imported materials from the DirectX file.
If disabled, a material definition will be created for every material specified in the DirectX file. Remove Double Sided Polygons While this option is not really needed for DirectX files, it allows double sided polygons to be removed. Double sided polygons are actually 2 physical polygons that occupy the same area in space; each polygon has a reversed orientation. If this option is enabled then one of these double sided polygons are removed. This operation can be very slow to perform. Hierarchy Optimizer # 1, Hierarchy Optimizer # 2 These options provide methods to remove redundant hierarchy nodes (Frames) from the imported DirectX file.
Optimzier # 1 removes runs of empty folders, as well as folders with no children. This optimizer is enabled by default since DirectX files tend to have excess frames in them. Optimizer # 2 is simpler, deleting empty folders which only have 1 geometry object in them. The second optimizer is useful if you batch import a number of DirectX files and find that there are a number of yellow folders (one per imported file) with one a single object in each folder. Optimize Vertices If this checkbox is check-marked then redundant vertices will be removed from the imported mesh data.
Optimize uv Texture Coordinates If this checkbox is check-marked then redundant uv texture coordinates will be removed from the imported mesh data. Flip Model to that 'Y' Axis is 'Up' Okino's PolyTrans and NuGraf software use a 'Y' up coordinate system whereas DirectX files might have a 'Z' up coordinate system. If you find that the imported model is laying 'on it's back' then enable this option. Assumed Ambient Shading Coefficient A limiting factor of the DirectX file format is the lack of an ambient shading coefficient in the material definition. Key Cutting Training Courses. 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 0.3, and the valid range is 0.0 (no ambient) to 1.0 (100% ambient contribution).