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Which program can I use to create X format 3D graphics? Help!

category: general [glöplog]
 
Hi you all, lovers of computer arts!
I'm a newbie, and I want to create my own intros & demos!! By now I only own DarkBasic, with which I will try to do it. But I need a good 3D program to create 3D models and save them into X format (DirectX). Do you know whic one can I use? And... is there any program to convert from IGES to X format? By the way... can someone explain me (shortly, if you want) how demos are done? I mean, with a 3D program or C++ coding?. I love 3D and programming, so I hope to be between the best ones soon! If you help me, of course.
Thanks !!!
added on the 2002-09-15 01:53:32 by byos byos
try Milkshape3D
thanks, DigitalErrOr, but... I downloaded it and it doesn't saves in .x format... Maybe I must add a plug-in or something... Or maybe it doesn't supports that. Don't you know of a program that supports that or any conversor?
Thanks, however
added on the 2002-09-15 11:55:01 by byos byos
Maxon Cinema 4d can save 3d in a format called Direct3d. Dunno if it is the format you are refering to?
added on the 2002-09-15 13:17:51 by Wain Wain
try 3D-Exploration from www.righthemisphere.com
it can convert between most 3D & game formats
added on the 2002-09-15 14:31:41 by reaktor2k reaktor2k
The DirectX SDK contains a few export plugins for popular modelers, 3dsmax and maya I believe.
They include sourcecode.
(I think it's a separate SDK Extras download)
added on the 2002-09-15 16:35:41 by Scali Scali
Thanks you all for your help!!!
I'm gonna try your suggestions! If I succeed I'll advice you!
added on the 2002-09-15 18:26:37 by byos byos
byos: demos are done (most of them) with 3d programms & C++ coding, there are also people coding engines with delphi or C or some other programming languages, but the most common is c++ (or ?) !
the most common way to do a 3d demo, is to export
your 3d stuff out of your 3d modelling prog. 3dsmax, c4d etc. to your own 3d format, load it up in your engine, do some coded effects over it and sync it nice... and for the sync you could use soundforge and get all the points you want to sync, or just write a synctool, maybe a whole editor like the elitegroup guys have done for kasparov, or just take a look at moppi´s demopaja !!!
i hope we´ll see soon some good stuff from you...
added on the 2002-09-15 23:40:57 by Igoronimo Igoronimo
by the way: X is evil :)
added on the 2002-09-15 23:58:11 by prost prost
pro: do you mean the x-fileformat or the entire Direct3D-API ; )
added on the 2002-09-16 00:13:58 by reaktor2k reaktor2k
in dem fall immer den autor zu erst nennen.
added on the 2002-09-16 19:18:52 by prost prost
Thanks for all your replies.
Cinema 4D is too expensive for my purposes... something like 3D exploration! I don't know what is DirectX SDK (maybe source development kit? it sounds away from my abilities!!)... maybe I'll take a look on it. However, big thanks to DigitalErrOr, Wain, reaktor2k, Scali...
And, that's for IgorBM, I'm very acknowledged to you, 'cause I have understand how demos are done by your little big explanation... thanks a lot, IBM (lol)
Pro, maybe X is evil, but if I don't try it I won't manage of it never. My C++ coding level is... null (at the moment!!). Maybe getting in modelling with 3DSM or Maya for creating a C-code based demo isn't the best way for to start in the scene!! I'll tell you how do I manage with it. Thanks for the repply, however!! ; )
Yeah, reaktor2k, D3D is cool! Can't say the same about X fileformat... still looking for a (free) program to test it. By the way.... I can't speak German! I'm Spanish, for those of you that didn't knew that about me! I can make me be understood in English(well... I hope so!), but not much more...
Thanks to you all, sceners of all around the world!! C U soon, I hope.
added on the 2002-09-16 22:11:16 by byos byos
Hi ppl!!
I found a free 3D converter!!
It name is CROSSROADS, take a loot at it at
http://www.geocities.com/SiliconValley/Hub/1998/links.html
added on the 2002-09-16 23:58:20 by byos byos
xof 0302txt 0064
// File created by Cinema4D

template Header {
<3D82AB43-62DA-11cf-AB39-0020AF71E433>
WORD major;
WORD minor;
DWORD flags;
}

template Vector {
<3D82AB5E-62DA-11cf-AB39-0020AF71E433>
FLOAT x;
FLOAT y;
FLOAT z;
}

template Coords2d {
<F6F23F44-7686-11cf-8F52-0040333594A3>
FLOAT u;
FLOAT v;
}

template Matrix4x4 {
<F6F23F45-7686-11cf-8F52-0040333594A3>
array FLOAT matrix[16];
}

template ColorRGBA {
<35FF44E0-6C7C-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}

template ColorRGB {
<D3E16E81-7835-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
}

template IndexedColor {
<1630B820-7842-11cf-8F52-0040333594A3>
DWORD index;
ColorRGBA indexColor;
}

template Boolean {
<4885AE61-78E8-11cf-8F52-0040333594A3>
WORD truefalse;
}

template Boolean2d {
<4885AE63-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}

template MaterialWrap {
<4885AE60-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}

template TextureFilename {
<A42790E1-7810-11cf-8F52-0040333594A3>
STRING filename;
}

template Material {
<3D82AB4D-62DA-11cf-AB39-0020AF71E433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}

template MeshFace {
<3D82AB5F-62DA-11cf-AB39-0020AF71E433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}

template MeshFaceWraps {
<4885AE62-78E8-11cf-8F52-0040333594A3>
DWORD nFaceWrapValues;
Boolean2d faceWrapValues;
}

template MeshTextureCoords {
<F6F23F40-7686-11cf-8F52-0040333594A3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}

template MeshMaterialList {
<F6F23F42-7686-11cf-8F52-0040333594A3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material]
}

template MeshNormals {
<F6F23F43-7686-11cf-8F52-0040333594A3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}

template MeshVertexColors {
<1630B821-7842-11cf-8F52-0040333594A3>
DWORD nVertexColors;
array IndexedColor vertexColors[nVertexColors];
}

template Mesh {
<3D82AB44-62DA-11cf-AB39-0020AF71E433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}

template FrameTransformMatrix {
<F6F23F41-7686-11cf-8F52-0040333594A3>
Matrix4x4 frameMatrix;
}

template Frame {
<3D82AB46-62DA-11cf-AB39-0020AF71E433>
[...]
}

Header {
1;
0;
1;
}



Mesh Cinema4D_Mesh {
8;
// Cube
-100.0;-100.0;-100.0;,
-100.0;100.0;-100.0;,
100.0;-100.0;-100.0;,
100.0;100.0;-100.0;,
100.0;-100.0;100.0;,
100.0;100.0;100.0;,
-100.0;-100.0;100.0;,
-100.0;100.0;100.0;;

6;
// Cube
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;;

MeshNormals {
8;
// Cube
-0.577;-0.577;-0.577;,
-0.577;0.577;-0.577;,
0.577;-0.577;-0.577;,
0.577;0.577;-0.577;,
0.577;-0.577;0.577;,
0.577;0.577;0.577;,
-0.577;-0.577;0.577;,
-0.577;0.577;0.577;;

6;
// Cube
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;;

}
MeshTextureCoords {
8;
// Cube
0.0;0.0;,
0.0;1.0;,
1.0;0.0;,
1.0;1.0;,
1.0;1.0;,
1.0;0.0;,
0.0;1.0;,
0.0;0.0;;
}
MeshMaterialList {
1;
6;
0,
0,
0,
0,
0,
0;

Material C4DMAT_NONE {
1.0;1.0;1.0;1.0;;
1.0;
0.0;0.0;0.0;;
0.0;0.0;0.0;;
}
}
}
added on the 2002-09-17 16:23:58 by Wain Wain

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