MSDN Has the .X File Reference. http://msdn.microsoft.com/library/?url=/library/en-us/directx9_c/dx9_graphics_reference_d3dx_x_file.asp
As far as changes with XNA Game Studio Express, we are just simply consuming the format right now, not adding anything to it.
Thanks!
As part of the Content Pipeline, we define a standard managed object
model for representing and manipulating graphics data. You can write
new importers that read any file format into this object model, making
them available so you can add those files to Visual Studio and feed
them into any of the XNA content processors.
So rather than converting Houdini data to .X format, the most direct
approach would probably be to write a new XNA importer that reads
Houdini files directly into the XNA Content DOM object model.
think trying to use Houdini's native format is going to be
pleasant. Knowing how Houdini scene files are set up and
how the software works, it sounds like it'd be easier to either use
X as an intermediate or come up with some other intermediate
format for the content pipeline. The idea of parsing through all the
extraneous garbage that exists in a hip file to find and create
relevant data is not very appealing to me.
I can't wait to see this content pipeline, it sounds like it's going to be great.
formats you'd find in film like rib, and as far as motion data is
concerned, you pass data using ascii .clip (very similar to Maya) files
or you use some standalone tools that ship with the software to convert
mocap data into clips. They have a geometry format that is really easy
to read, and extremely flexible, but it's geometry, shader assignments,
and attributes only, no animation frame data or bones or anything like
that. An animated mesh is stored in a file sequence in this .geo
format. Side FX just recently included a Collada importer, but no
exporter as of yet. The software has some geat tools in it for creating
game content, unfortuantely no one uses it to make games, so Side FX
hasn't done any work in trying to support formats that are common in
games.
It's really easy to get data out though, so I guess I'll just play
around with Houdini's geo files until the content pipeline shows up and
then decide where to go from there.