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Convert X (DirectX) to OBJ Online — Legacy to Universal Format

Convert X (DirectX) files to OBJ (Wavefront) format for use in modern 3D tools. The X format is Microsoft's legacy 3D model format from the DirectX 7-9 era. OBJ is the universal interchange format supported by virtually every 3D application.

Last updated Mar 2026

Data Loss — Converting X (DirectX) to OBJ will not preserve animations.

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Drag X (DirectX) file here, or click to upload

Supports .x files up to 150MB

Usually under 3 seconds — depends on file size.

What You Should Know

What Changes During Conversion

Geometry (vertices, faces, normals) is preserved exactly. UV coordinates are maintained. X format materials are converted to MTL properties (diffuse, specular, ambient, texture maps). Frame hierarchy is flattened. Skeletal animation data is discarded — the mesh is exported in its bind pose.

Legacy Asset Recovery

Many legacy DirectX game assets exist only in .x format. Converting to OBJ preserves the geometry and basic materials, making these assets accessible to modern tools. This is particularly valuable for game preservation, modding communities, and studios maintaining legacy codebases.

X (DirectX) vs OBJ: Quick Comparison
FeatureX (DirectX)OBJ
AnimationSkeletal animationNot supported
MaterialsInline templatesExternal MTL file
HierarchyFrame treeFlat (groups only)
CompatibilityLegacy DirectX onlyUniversal
File TypeText or binaryText only
EraLate 1990s–2000sUniversal (1990s–present)

Convert X to OBJ for universal tool compatibility. Use OBJ when you need to edit legacy DirectX assets in modern 3D applications.

When to Convert X (DirectX) to OBJ

Modernizing Legacy Game Assets

Recover and modernize 3D models from legacy DirectX games and engines. Convert to OBJ for editing in Blender, Maya, or other modern DCC tools, then re-export to modern formats (GLB, FBX) for current-gen engines.

Cross-Tool Compatibility

OBJ is supported by virtually every 3D application. Converting from X to OBJ makes legacy assets accessible across the entire 3D software ecosystem.

Game Preservation

Archive and preserve 3D assets from DirectX-era games in a format that will remain accessible indefinitely. OBJ is a text-based, open format with no proprietary dependencies.

Frequently Asked Questions
No. OBJ does not support animation. Skeletal animation data from the X file is discarded. Only the static mesh in its bind pose is converted. For animated output, convert to GLB instead.
Yes. X format materials are converted to OBJ's MTL (Material Template Library) format. Basic properties (diffuse, specular, ambient) transfer cleanly. Texture references are maintained in the .mtl file.
Yes. Blender has excellent OBJ import support (File > Import > Wavefront OBJ). The geometry, UV coordinates, and materials will be available for editing.
The converter outputs an OBJ file and a companion .mtl file. Keep both files in the same folder. When importing into Blender (File > Import > Wavefront OBJ), Blender automatically reads the .mtl file and applies materials. In Maya, use File > Import and select the .obj file — Maya also auto-loads the .mtl. If textures are missing, place the original X format texture files in the same folder as the OBJ and MTL.
X format Frame hierarchy creates multiple named groups in OBJ. In Blender: import the OBJ, select all objects in the scene (A), then Join (Ctrl+J) to merge into one mesh. In Maya: import, select all meshes, then Mesh > Combine. In 3ds Max: select all, then Group > Collapse. After merging, you may want to weld vertices (Blender: Mesh > Merge > By Distance) to remove duplicate vertices at seams.
Text-format X files and OBJ files are similar in size since both are ASCII text. Binary X files are typically 30-50% smaller than the equivalent OBJ. A 5MB binary X file might produce a 7-8MB OBJ. The companion .mtl file is usually tiny (a few KB) regardless of model complexity.

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