Game Development Community

XSI usability question

by Minako · in Artist Corner · 06/09/2002 (4:07 am) · 7 replies

Our current project is going to quite likelly be modeled in XSI (and a bit of lightwave) and we know we can take the models into Max to texture and animate for Torque, but is there a way to do the texturing and animation in XSI 2.0 and skip Max altogether? Nothing against Max, but most of us don't care too much for the interface and thus have experience elsewhere.

Minako

#1
06/09/2002 (5:08 am)
Write an exporter for the app you want to use. If your not a programmer then you'll have to find one willing to do it. The reason Torque and milkshape both work is they have exporters written.

-Tim aka Spock
#2
06/09/2002 (5:48 am)
We have a programer in our staff, but he's got quite a few other things we need him to code. How large/difficult a task is an exporter to write?

Minako
#3
06/09/2002 (6:15 am)
I'd suggest modelling and texturing in XSI/LW (texturing will be fine). Then transfer to Max for animation.

Basically, writing an exporter will probably be far too much work to be worthwhile. Max's tools for character animation are pretty useful, if you use a default biped you can use the current DSQ's (which is a nice feature).

Essentially, I think the pipeline is so dependant on MAX that to try using anything else is just pointless. You can model and texture the model, export to 3DS, import it into max and do the animation and export into DTS fairly easily.

Just my two penneth.

Phil.
#4
06/10/2002 (10:09 am)
GG has said they want to remove this dependancy on MAX.

I think it should be a pretty high priority, because for independant developers to be "dependant" on Discreet and 3D Studio MAX is a barrier to entry and a high price to pay to get into the Torque. I mean just about anyone working at Clown Burger can ante up the $100US for the license, or get on a project as a non-coder doing maps, texutres, etc. But models and animations which arguably MAKE more than just about any other disipline in the game development cycle and make the game "the game" has this $3500US entry fee that most people will shy away from.

I don't want to start a religous war about which is the best 3D app. 3DSMax is ubiquitous for one simple reason, AutoDesk gave it away to schools just like they did AutoCAD, and the students HAD to learn it to get a degree. I know of very few "old school" 3D production artists that use it out of preference. By "old school" I started my 3D career in 1984 :p

I do want to start a DISCUSSION on how more applications can be supported and converters to dts can become more prevalent.

Personally I decided to shun MilkShape and MAX both and just wait for Lightwave Dave to finish his exporter :)
Or write one myself if I had to [ which is always the last resort :) ] but it looks like the LW exporter will be available rsn! So I can focus on writing code more specific to my project.

PS: One suggestion to GG, you should get as much converter/importer/exporter code as you can into CVS and make it part of TGE. The best engine in the world is no good without equally good and available tools to "tune" that engine!
#5
06/10/2002 (6:57 pm)
I agree that having additional 3D applications that can support fully support the DTS format is a good idea.

Anyone who knows anything about 3D will tell you that there is no 3D software on the market that is the "be all, end all" application to use regardless of what marketing bullshit or some biased misinformed jackass tells you. Good work is made from a skilled and talented person using the tools available to him/her to produce their work. If this means that artists have more choices of tools to pick from, then that's all the better.

The big problem that we have right now is not the price of the software (btw: all of the big players offer free and trial versions, but unfortunately they are limited either legally or through the software itself), but the lack of support being given towards developing a DTS exporter for the applications and ensuring that it is up to par with the Max version.


Logan
#6
06/10/2002 (8:01 pm)
I agree. Different software fits the quirks of different people. Some people despise Max, some people swear by it. It's a silly debate to get into. Ideally letting everyone use what they like and having it compatable is what I'd love to see. Though at current since that isn't so, anyone able to point out a way to get a textured XSI model into Max for animation? As I understand it obj format won't have the texture, and my looking so far hasn't turned up any direct conversion software so far :(

Minako
#7
03/27/2004 (12:03 pm)
Http://www.garagegames.com/mg/forums/result.thread.php?qt=17193