I've been trying for a few days to get scene geometry successfully from Blender to WME. I think I'm getting close now, but there's still one problem; the camera seems to shift a bit in the final product.
After reading around on the forum and a bit of experimentation this is the workflow I've used to get this far: I export the scene geometry from blender in .fbx format, then I use Autodesk's FBX converter tool to turn the .fbx into a .3ds file.
I'm using Blender 2.6 and the 2006 version of the FBX converter, but I've tried using older versions of blender (2.48, and 2.49b) and other versions of the converter with no apparent change in results.
Here's an image to show what I'm talking about. This is with an image rendered from the same camera in Blender and the background image placed at 0, 0 coordinates.
If I manually control the camera FOV and reposition the background image quite a bit I can get something closer to the target, but it isn't possible to get it dead on (this is more apparent with other elements in the scene, the cube alone isn't too bad in this example).
It's possible I have no idea what I'm doing. If anyone else is using Blender for scene geometry and could give me some insight into their pipeline I'd really appreciate it.