Game Development Community

SoftImage XSI

by LF · in Technical Issues · 10/07/2004 (7:32 am) · 52 replies

Its possible use XSi for models and animations, and export to Torque?
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#41
05/25/2006 (8:59 pm)
@Mr. "Laser Louis" :
This is how I do it. I do the modeling in XSI -> save in OBJ -> load OBJ in Blender -> do rigging, enveloping and animation in Blender -> export to DTS. Last year I used Milkshape, followed exact method.

I'm switching to blender because Blender allows me to do more (bone+enveloping method for rigging is easier and faster, check: http://www.blender.org/cms/Armature_Envelopes.647.0.html ).

So, option (3) is feasible and not expensive. Haven't read through collada's exporter documentation in blender but I'm guessing that option (2) is possible too.
#42
05/28/2006 (10:52 pm)
Matt Summers:
I would love to test the XSI exporter, been using the software for quite some time and been waiting to hear more on the subject.. I tried sending you an email twice, however they came back saying my ISP was blacklisted for some reason. Drop me an email, if you want more testers. Thanks in advance.
#43
12/22/2006 (9:16 am)
Hi,

I'm a big fan of XSI myself - when is the exporter due to be released approximately?
#44
12/22/2006 (9:50 am)
Don't count it, don't buy XSI. It seem like its a waste of time, because we don't know how long till the exporter comes out. I've emailed Matt Summers to try to get in on the beta, but I don't even get a response. He hasn't gave an update in months or doesn't even answer on the XSI forums anymore. He always posts on the Max forums though. Doubt there will be any update from him on this forum. Try posting on it somewhere else. I think the XSI exporter has been put on the back burner. He's probably loaded down with work.
#45
12/22/2006 (10:23 am)
Actually, the exporter is still in progress, but yes the Max exporter did take priority for a while. As I've already said the current beta version of the XSI exporter is nearly feature complete. Everything but material properties and IFL is exporting from XSI in the current build.

Bugs and the UI are whats left. Ironically the UI always seems to take longer than the exporter itself. I wrote 3 versions of the Max exporter UI before getting what we ended up with. Most of that time was spent learning and dealing within/around the limitations of the Plugin SDKs themselves.

I've recently upgraded to XSI 6.0 as well so when 6.0 is released the XSI exporter will work in the latest version as well. Most likely due to the integration of the .Net API into XSI 6.0 I'll be rewriting the UI in C# for XSI 6.0. Another nice thing about XSI 6.0 is that it has a new system called Crosswalk that allows Bi-Directional Import/Export between XSI, Max and Maya. Which will be pretty handy for content pack developers.

keep in mind that when it comes to testing early versions I tend to seek out people they really know how to use the app not just people that want the exporter. This helps me keep focused on development/ useability and not on training people to use the target 3d apps.

We have some more bug fixes comming out for the Max exporter right after christmas, following that the XSI exporter will become our highest priority and the next few beta versions will go into wider availabilty here on garagegames.

Writing exporters sucks, if you dont believe me write one once. ;o)

Later,
Matt Summers
#46
12/22/2006 (1:02 pm)
Matt,

Thank you for all you've been doing for the community. As a long-time Caligari customer, I've gotten tons of use out of your gameSpace exporter. Also, I'm very new to XSI, but I am looking forward to that adding that exporter to my toolkit. Keep up the good work.
#47
12/22/2006 (6:33 pm)
Matt,
Thank for the response. I know it sucks, I've been trying to write my own, I've even tried to email you for some pointers, but you never responded. I just figured you were extremely busy. I really appreciate all the stuff you do for the community.
#48
12/22/2006 (7:18 pm)
Quote:Writing exporters sucks, if you dont believe me write one once. ;o)
I guess that's true if it only slurps points, but once you add in node graphs, transformations, materials, and an UI, you have a four course meal. :)
#49
02/23/2007 (8:06 pm)
I am an avid XSI user myself and The Art Institute does not teach it.
I am ramping up on my studies with it. I have bought tutorials and have been all over every tutorial out there. I need to do this as in June MZE company will start working. We plan on opening up shop here on GG as well as others. We have a team of artists and 2 people who know programming. I understand you very well when it comes to programming. I just solved an issue with a script for a giant old system that used a modem to download data. I had to write a script in one night. I did not know the system nor the modem software but I did managed to get a script going and solved a huge problem. Took me 8 hours of reading manuals and help files. I too would like to write plugins however I need more training on the programming side to accomplish my goals. I would like to learn what you have been doing to assist the budding company. If you need a solid tester for any plugin I can help. I have used 3DS Max and Maya since the first versions. I have been using XSI for over a year now and I prefer it over the rest. I am also learning Zbrush. I learn and pick this stuff up fast. I do however need to get this Torque plugin by the time our company is ready so my job is to keep track and test. I also have to do document writing. I am glad you are doing well and that you have managed to get the Torque plugin for XSI up and going. If I could I would write one myself. I could at best do interfaces via scripts but Dynamic Libs are another thing. I will eventually learn though. :)

Again keep up the awsome work and If you ever need help from me I will gladly give you anything you need that I am able.


Stephen
Game Technical Artist
Recent Grad from AI
Torqe Licened since 2001
#50
03/05/2007 (8:41 pm)
So guys - I have been a commercial game artist for over 6 years and I and some colleagues are considering Torque for a project. We want to use XSI and I am desperate to know the state of affairs. Can we get a solid date on when a full featured XSI exporter will be available to create ALL assets (excluding BSP obviously) like characters, animations, trees and other detail elements?

Kind regards

Andrew
#51
03/06/2007 (10:11 am)
Beta Version of the XSI exporter
Also there is now a dedicated froum for XSI in the DTS exporter forums section.
#52
01/13/2009 (4:44 am)
Update:
I have been working on learning as fast as I can about TGE and XSI C++ codeing.
It will take longer than I had thought.
MZE is no more. None of the other members would do anying. I was left to do all my stuff on my own.
I am sick of companies that go no where.

Anyway I have updated my systems and I am back on the ball again.
I hope to have my first exported object soon. ( I will post when I do )

It appears as if the version of Matt's exporter will not be completed. He is talkin about colloda. Either way I am still going to work on mine. I want to learn how to do the code and I do learn fast.


Stephen
Game Technical Artist
Recent Grad from AI
Torqe Licened since 2001
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