Game Development Community

XSI DTS Exporter Beta Download

by Matt Summers · in Artist Corner · 01/31/2007 (11:24 am) · 181 replies

We are still working on a few things in the core XSI DTS exporter but I wanted to at least get something out into the hands of current XSI owners so they can begin the process of exporting their content from XSI to Torque.

This is last beta version that was sent out to our small group of beta testers. Its relatively stable, and has almost full DTS feature support. Its still missing: material properties, dsq export and a few other miscellaneous things. Also no UI is included in this build as it is still a bit in flux.

Scene setup needs to be done manually, which involves creating a DTS shape using nulls, a bounds mesh, detail markers, and a mesh object with a detail number at the end of its name, etc, in an almost identical way to how the Max, GameSpace and Maya exporters work.

Basic Setup:

create two null objects named "start01" and "base01" parent them so that "start01" is the parent node and "base01" is the child node. Parent the root node of your mesh object to "base01" and then add a bounding box around your object and name it "bounds" the bounds mesh should be either at the scene root or parented to your mesh object as needed. You then need to add a detail marker to the scene named "detail(x)" where (x) = the pixel size value that this detail level should be displayed. The detail maker is just a named null object that is parented to the "start01" node. You will also need to make sure your mesh objects have a detail size at the end of their name. You can then go to file menu / export and choose export DTS.

Example scene setup:
Scene Root
|
+ -bounds (mesh)
|
+ -Start01 (null)
        |
       + -Base01 (null)
        |     |
        |    + -mesh2 (mesh)(detail size 2)
        |
       + -detail2 (null)(detail marker for size 2)

Note: make sure to freeze the transforms on your bounds and mesh objects before exporting. Because the exporter supports scale animation object scale is read by the exporter as a result if there are scale transforms on the exported shape when the object is loaded as a static shape it will appear at its un-scaled state and If it is loaded as an animated shape it would shrink down to its scaled size.

This build is compiled using the XSI 4.2 SDK, the next round of builds will also be compiled using the XSI 5.x-6 SDKs, the performance optimizations in the new SDK will equal faster export speeds than the 4.2 version. Something to note for complex shapes.

Download The Exporter

or

Download the updated exporter
#81
08/04/2008 (7:39 pm)
I did a quick test going from XSI -> Houdini via FBX, and it worked out ok for a relatively simple animated character.
#82
08/05/2008 (1:07 am)
Hey Jason

That's good news :)

Has anyone tried to export anything a bit more complex, like say a quadruped or a 'pure' mesh deformations (a 'blendshape' for facial animations)?

I would be very interested to know you got on :)

ric
#83
08/31/2008 (5:25 am)
As soon as I can get my hands on a copy of c++ compiler for working with the plugin I will be working on one. I have been talking to the folks at AVID about this. Bear with me folks as I work on this. I am not a seasoned programmer. I need a bit of time to learn the ins-n-outs of working with compilers. I have done a lot of tool creation with scripts.

Any suggestions and help would speed this process up.
Thanks all
#84
09/03/2008 (3:28 pm)
Hey All,

I just exported a hovercraft-helicopter-thing as a dts, I followed all your instructions. Then when I opened it in show tool pro/ torque constructor it just doesn't appear. I can open the file in them, but there is no model.

hope for the best,
Null Volkmar

P.S. great job! I LOOOVE the exporter.
#85
09/14/2008 (11:05 am)
Is there any update on the XSI exporter? I found a version and loaded, but haven't had much luck getting anything out.
#86
09/14/2008 (11:33 am)
I think that this would be a good exporter, where can I download it for mac?
#87
09/14/2008 (11:35 am)
There's no xsi version for mac.
#88
09/14/2008 (1:31 pm)
Hmmm..

I have been trying blender, XSI Mod and a few others apps to convert a mesh over with NO animations over to DTS so I could try and start getting models in my game. I watched a 2 minute clip (or close) on exporting from Houdini to DTS, and problem was solved. The mesh transferred flawlessly to the DTS.


Maybe since I am learning a new tool anyway, HD Apprentice may be the quick tool, even though I like the XSI interface.
#89
09/20/2008 (11:27 am)
Could someone please put out some decent documentation for the beta exporter and maybe an example scene with all the required objects/nodes/hierarchy etc. that would incorporate all the supported features?
#90
09/20/2008 (11:46 am)
Aalto

Get the xsi to dts export scene setup from here.

Unzip, copy the scene in /..yourproject/Scenes and open it up.

The hierarchy is easy to figure out - keep the bounds object out of the Export node; The Export node contains all the details nodes (collision, detail) as well as another node, named Meshes. All the polygon objects (collision shape, rendered object) are to be added here.

The scene is setup already with a 1 m cube with detail and 1 collision.

As soon as Matt Summers releases either the update or the code I will get into it in detail; right now the exporter lacks support for double sided material; transparency works only in TGEA.

Hope this helps.
#91
09/22/2008 (6:53 am)
Oh you mean the source that he was gonna post back in July? wouldn't hold my breath.
#92
09/22/2008 (9:53 am)
Never give up hope..
#93
09/22/2008 (11:47 am)
@Apparatus: Thanks for the effort but unfortunately I'm using XSI 5.11 so I can't open the scene (requires version 600).
#94
09/22/2008 (11:55 am)
Ok, here's the setup hierarchy then:

www.editmygame.com/screenshotstge/setupxsiscene.png
#95
09/22/2008 (12:52 pm)

XSI DTS Exporter

Apparatus and I have been been talking via e-mail for some time about the XSI exporter. The hold up is that both myself and Mike Jarosch have upgraded computers several times in the time since we started this plugin and haven't yet taken the time to track down the latest version of the source.

Mike and I have been talking about what is left to finish the exporter, and theres really not a whole lot left. There are missing material properties. Of which, the code is all there we just have to decide which shader properties to read. Right now bone animation only works with nulls, but you can work around this limitation using a shadow rig to drive a simple null skeleton. But ideally all or at least most XSI bone tools should be supported in the final version and code wise this is basically in place as well. DSQ support is already in the exporter there is just no export method exposed in the currently released version of the exporter.

The beta version of the exporter still works fairly well, ask App he has created some really nice things with it. The only time you should run into a problem is if you had a lot of animation to export or wanted to use specific material properties like transparency. The current exporter works with XSI 7 as well in case anyone is curious.

As I have said numerous times, we will either finish the exporter or release the source or both.


World of Warcraft M2 Model Importer for XSI 7

www.darkindustries.com/gg/xsi7_wow_plugin.png
I upgraded our versions of Softimage XSI to version 7.0 (essentials) when it was released recently and have been working with the updated XSI SDK and ICE in my spare, spare time over the last month. Version 6 and 7 of the SDK have added a lot of nice features that make writing and deploying tools a lot more streamlined than it was in 4.x and 5.x.

XSI 6 was the first version of XSI to add .NET support (3DS Max 2009 now supports .NET as well) which allows you to write tools and plugins in C#. XSI 7 continues this with improved .NET support and better documentation.

I wanted to play with the XSI .NET SDK and see how well it would work with an importer/exporter so I began writing a plugin for XSI that allows you to import the M2 models from World of Warcraft into XSI 7.0. I spent about 15-20 hours spread over the last 3 weeks in my spare time outside of work. I am pretty happy with it so far, the only thing currently left is animation which I have partially roughed in. All of the geometry, textures, UVs and normals are loaded into XSI and it works well on the 20 sample objects I've been working with ranging from NPC characters, weapons and static environmental objects.

The recent changes (6.x+) to the C++ API in XSI really streamline the process for getting at the geometry, material and animation data in XSI. In XSI version 4.x and 5.x it is actually fairly difficult to get the data from the scene and export it. (Which is why writing the exporter took so long initially.) So after looking at the changes in both the C++ and C# SDKs for exporters the C++ SDK is definitely the way to go. You can do the same things with both but there is a lot of nice abstraction in the C++ SDK that saves a lot of time and effort.

For importers, and other tools, C# is really a nice addition. I started rewriting the UI for XSI DTS exporter in C# last week and its going well so far. I really like being able to use Visual C# to write code versus the XSI text editor. Having auto-complete and a debugger make me feel pretty spoiled. :-)

Since XSI Mod-tool is based on XSI 6 it is possible that my WoW M2 Importer will work with it, I will give it a go when I have a chance and see how it goes. Otherwise if you are using any flavor of XSI 7 and want to try out importing World of Warcraft content into XSI send me an e-mail and I'll send you a copy of the plugin. Worst case it should just take a recompile to get it to work in XSI 6.x or it may just work in 6.x as well so if you are feeling adventurous let me know. I have no problem giving out the source either if you care to compile it yourself. If there is a lot of interest I will make a public link available.
#96
09/22/2008 (6:15 pm)
Actually, transparency works for TGEA, double sided material support only is needed (for leafs windows i.e.). Other than that, is the faster exporter to date, in particular for large models. Tested.
#97
09/23/2008 (9:20 pm)
I have not had any luck with this at all. However. Is there a Collada to DTS in the works? If there is that seems like it would solve a lot of the exporter problems for specific packages. Most 3D packages export to Collada now, having a collada2dts would virtually eliminate any problems.
#98
09/23/2008 (9:39 pm)
Randy, tell me what version you are using and maybe I can help you with a scene or even a model you can import into your scene. The exporter works flawlessly and XSI is also great. Don't give up just yet, let's get you to the other side : )
#99
09/24/2008 (4:28 am)
Using XSI modtool V6 and Advanced V7. Modtool is what I use/prefer for the Gamedevelopment. Please do convert me:)
#100
09/24/2008 (4:45 am)
Well then, get the scene from here. It's a simple setup, it should work in no time for you. Make sure you freeze the transformation and all that before export.

Right now the exporter crashes if you don't have the bounds in there. The example scene has it, just make it the size of your model. I think an error message would be more appropriate for such a thing, I often set out to export without the bounds in there :)