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How to convert X3D (VRML2, VRML97) 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.



X3D is the XML-based replacement to the venerable VRML2/VRML97 (Virtual Reality Modeling Language) file format of the 1985-era. X3D extends VRML2 with support for CAD, geospatial, humanoid animation and NURBS. It also provides for multi-stage and multi-texture rendering. Each new iteration of the file format brings more modern functionality, headed up by the Web3D Consortium.

VRML2 (and its brotheren X3D) continue to be two of the very best of non-MCAD file formats. Many people (wrongly) believe that FBX is the primary "translation file format" but VRML2 pre-dated it by at least 10+ years and has equally good or better functionality (and in an open, non-proprietary specification).

VRML1 and VRML2 are 3D file formats with a long and complex history. They were originally developed in the mid 1990s to define 'interactive 3D worlds' on the then-new World Wide WEB. However, statistically speaking, VRML2 became more well known as a high quality "data translaton and storage" file format, partly due to Okino pushing it as such a standard in the industry. It was implemented by a good number of 3D software packages and hence became a "reliable back door" to convert 3D assets out of those packages before FBX, DWF, COLLADA, U3D and other similar file formats came along in the mid to late 2000s, or glTF in the late 2010's. So many new 3D file formats were introduced between 2005 and 2007 that many quickly died away or just became ghosts of the past.

Its brothern are also known as VRML2, Classic VRML, VRML97, VRML1 and Inventor2.



.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.