Someone was writing on the XNA forums at Microsoft about trying to get a poser figure imported into XNA, well since I’ve got Poser 5 and V3 (Victoria 3) that I would try importing her into HDL as a test to see what happens when you try to use a really high polygon model in XNA. First though I had to get the data exported in FBX format, long story short, since this is the most useful part. Download Autodesk’s FBX Convertor, export the model as a Wavefront OBJ file, then convert it to an ASCII FBX file (this is important for the next step), next you need to edit the texture paths, I found it easiest to pull the textures out of their respective directories and store them in a directory local to the FBX file. I replaced the paths with the new path to the textures (since it made them relative to the FBX file, and not pointing at the original files).
Once I’d done that I loaded the model as normal in the game, first using the basic effect shader, because I wasn’t sure it would work, then once I’d got the model working I decided to ramp it up a bit, and render it into both the shadow map and the reflection, then just to make check I added an FPS counter to the title page. Here’s the resultant screenshot.
I had to increase the scale since it appears that poser uses the same scale as my world does, so she’s 40 times actual size, you can see her reflected in the water, and her shadow behind the boat, you can also spot that she’s shadowing herself as well.
So there we go, rendering a poser model not once, but 3 times in XNA, and running at 62fps (possibly more since the update rate is fixed)

