I've recently been having issues with some models that I have. They are in the binary-compressed X format, which seems to be unsupported by most game engines and modeling software. I want to convert these to the text or binary X format, but I've been having a hard time finding an information about this.
So, I thought I'd try and write my own converter. I knew that I could save models using DirectX, and that I could choose the format to save them in (text, binary, text-compressed, binary-compressed), using Mesh.Save() in MDX. However, this method does not save the animation data.
I'm hoping someone can give me some suggestions on how to load and save animated models, or maybe point out a tutorial that I missed. The language doesn't matter.
I think I might be able to do what I want with Mesh.LoadHierarchyFromFile and Mesh.SaveHierarchyToFile. Does anyone know how to use those methods?
This post has been edited by lesPaul456: 25 February 2010 - 02:10 PM