My problem is this. I have a simple box made in 3DS Max 2009, the Box is 10x10x10. I've tried to load it on XNA and traslate the camera for 15 units, but I can seem to find the values needed to see the box properly. Can anyone point me to a good resource where I can find some good introduction to XNA coordinate system and how is a simple box made in 3DS Max imported properly

Best regards, David

  • \$\begingroup\$ There's no such thing as XNA 3.5. There's XNA 3.1 and XNA 4.0. \$\endgroup\$
    – Olhovsky
    Commented Apr 6, 2011 at 2:56

2 Answers 2


According to the MSDN:

The XNA Framework uses a right-handed coordinate system, with the positive z-axis pointing toward the observer when the positive x-axis is pointing to the right, and the positive y-axis is pointing up.

Here is a video on how to export animated 3d meshes from 3DS Max to XNA, using kW X-port, which is a quick and easy way of exporting 3d meshes as DirectX .x model files and loading them into XNA using the SkinnedModelProcessor.

  • \$\begingroup\$ Using skinning for such a simple model seems an overkill for me. \$\endgroup\$
    – r2d2rigo
    Commented Jan 17, 2011 at 8:50

You need to apply the bone transforms to the model before drawing it. Check the "Draw the model" section in the following page for a example of what you need to do:



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