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Home > Supported File Formats > Parasolid to DirectX


How to convert Parasolid (.x_t,.x_b) to DirectX (.x)?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

Parasolid

Parasolid is a 3D geometric modelling toolkit developed by Siemens PLM's components group in Cambridge, U.K. This toolkit provides hundreds of complex mathematical algorithms and functions which allow software developers to create 3D modelling software based on "BREP solids" modelling techniques (among others). The toolkit uses a "transmit" file format to move data to and from the Parasolid toolkit in native format. The ASCII form uses the .x_t file extension and the binary form uses the .x_b file extension.

Since the late 1990s Parasolid has been used as the core modelling kernel by well known MCAD programs such as Unigraphics NX, SOLIDWORKS, Solid Edge, MicroStation, ANSYS, Delcam and others. Newer versions of the JT file format also include Parasolid functionality by way of the "XT BREP" geometry primitive.

Okino's PolyTrans|CAD provides for a defacto 3D Parasolid file conversion solution used by the world's primary & professional engineering, aerospace, military, corporate, animation/multi-media and VR/AR industries. However, we generally prefer that our core customers utilize either the original native CAD files (such as native SolidWorks files), a STEP AP214 file or an 'IGES BREP solids' file as outlined on our "CAD Data Sourcing Suggestons and Rules" page.

A much deeper overview plus explanation of Parasolid, and how it can be best used + understood, is outlined in this Okino WEB page.

     

DirectX

.x files are the native 3D file format of the legacy Microsoft DirectX v2/v3 API and 3D toolkit. They were generally associated with 3D gaming whereby low polygon meshes with skinning (deformation) and "animation sets/clips" were the required norm. At the time of its introduction in 1995 there really wasn't any other similar 3D file formats which supported these capabilities in one, well defined and easily accessible format. Direct3D shipped for the first time in the DirectX 2.0 SDK in June 1996

Historically, the DirectX technology was developed a company called Rendermorphics of the UK which Microsoft purchased in February 1995. As little known history, 3 companies in the UK developed advanced realtime rendering toolkits prior to 1995: Argonaut Software (BRender), Criterion Software (RenderWare) and Rendermorphics (Reality Lab). Microsoft was to license the Argonaut 3D toolkit but opted to purchase the entire Rendermorphics company instead, at the last moment. As these various toolkits often sold for $50k at that time, the other two competitors eventually went out of business once Microsoft started giving DirectX away for free.

Okino knows of the .x file format well as it was the first company to properly and fully implement a DirectX importer and exporter, including full support for skinning and animation at a time when no other software provided such conversion support.

The DirectX file format had a long life until some people inside and outside of Microsoft started to push the FBX file format instead.