We have created a tool that enables models, textures, and so on, to be modified and wiewed in the same way as you would see them in a game. Our Enforce workbench editor uses two kinds of formats:
The first is .txo, which can be manually edited in any text editor (e.g. Notepad++, PSPad, etc.).
The second is .xob, which is a final binarised format.
.fbx - FBX source format → TXO converter
.txo - open intermediate format
.xob - final binarised format
These formats contain information about the model (pure geometry), about the colliders, material paths
and the centre of mass. If the model is animated, then it also contains information about animations,
skeletons and so on.
For the moment we will just go through information about mesh, collider, material and centre of mass
because these are all prerequisites for getting a pure model to the enforce background. Animations will be
Mesh – pure geometry
Collider - geometry necessary for physics simulation
Centre of mass – for the exported model
2. Usage / Installation:
Extract *.exe and *.dll files into your game folder.
The documentation for exporting models from Maya to TXO is included in the *.zip file. 3D Studio Max will be available later.