XSI DTS Exporter Beta 2 Download
by Matt Summers · in Artist Corner · 02/02/2009 (10:14 pm) · 330 replies

Whats New:
This is an updated version of the XSI DTS exporter which corrects issues with exported animation transforms, adds support for exporting .DSQ animation files, and fixes several other small bugs. This version of the exporter now also requires adjustment of the bounds axes for proper export. (see basic setup section below for more information)The file download includes the new plugin, 2 sample scenes in XSI 7 and XSI Modtool 6 format, and 2 sample DTS shapes exported from XSI 7 using the exporter for reference.
The 2 sample files that are included with the exporter are the TGE Orc rigged with a simple null based skeleton that will export and work with the default player .DSQ files, and a simple example of an animated object using XSI bones. More sample files are in the works and will be made available as they are completed.
XSI Modtool Support:
The XSI DTS exporter is fully compatible with the latest version of [ XSI Modtool ]. Modtool is lightly stripped down version of Softimage XSI 6.x that is free for non-commercial use. View the full list of Modtool Version Limitations [ here ].
The default UI of Modtool has been setup to be more first time user friendly, but you can also choose to use the stock XSI UI instead by going to the Modes menu and choosing the "XSI default (pro mode)" UI preset.

Basic Scene Setup:
Scene setup needs to be done manually until the exporter UI is completed. This involves creating a DTS shape using nulls, creating a bounds mesh, detail markers, and a mesh object with a detail size number at the end of its name. Scene setup is almost identical to the that of the Max and Maya DTS exporters.Create two null objects named "base01" and "start01" parent them so that "base01" is the parent node and "start01" is the child node. Parent your mesh object to "start01" 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 one of the nodes or mesh objects in the scene.
Bounds Axes Orientation
You must also rotate the center of your bounds so that the Z axes points up, the Y axes points forward, and X axes points to the right. Your shape should face forward in the Y axes of your bounds. (as in the image to the right)
Detail Markers
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 "base01" 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: simple object scene setup
Scene Root
|
+ -bounds {mesh}
|
+ -Base01 {null}
|
+ -Start01 {null}
| |
| + -mesh2 {mesh} (detail size 2)
|
+ -detail2 {null} (detail marker for size 2)[ Orc player scene setup ] | [ Simple bone animation scene setup ]Exporting Animation
To export animation from your scene you must add one or more sequence markers to the root of your scene. A sequence marker is a named null object with a Custom Parameter Set that contains at minimum 2 custom parameters; an integer property named startFrame and an integer property named endFrame.Sequence markers should be named "sequence_" followed by the name you would like to give the animation. (example: sequence_ambient)
If a sequence marker is present in the scene, on export to DTS the named animation sequences will be embeded into the DTS shape. You can optionally click the "export DSQ" button on the exporter window to export the animation(s) seperately as .DSQ files.
Quote: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 and 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 of the XSI DTS exporter is compiled using the XSI 6.x SDK and is compatible with the 32-bit versions of XSI 6.x, 7.x and XSI Modtool version 6.x and 64-bit versions of XSI 7.x.
[ Download The Exporter (Beta 2.5) ]
About the author
#262
I will also mess around with my poly count on my objects and see what I can come up with. Since I will be using XSI and not COLLADA I will keep the poly count low.
If I read what you said correctly, I can export multiple meshes in a single DTS. Can you expand on that please? The main thing I need to verify is the naming.
Here is my current naming:
Since the number after the name of the mesh is important because it relates to the detail size, if I wanted to add a second mesh would I do something like this:
would that work? I assume that the total poly count of all the meshes can be greater than 10-12k and that it is just the poly count of each mesh that cannot exceed that, right?
You are awesome for doing all this, thanks a ton!
10/17/2009 (3:53 am)
Thanks for the quick answers. I read both of them. I changed the name of the material and it worked awesome.I will also mess around with my poly count on my objects and see what I can come up with. Since I will be using XSI and not COLLADA I will keep the poly count low.
If I read what you said correctly, I can export multiple meshes in a single DTS. Can you expand on that please? The main thing I need to verify is the naming.
Here is my current naming:
Scene Root | +-Base01 +-Start01 +-building1 +-detail1 +-bounds
Since the number after the name of the mesh is important because it relates to the detail size, if I wanted to add a second mesh would I do something like this:
Scene Root | +-Base01 +-Start01 +-building_part_a1 +-building_part_b1 +-detail1 +-bounds
would that work? I assume that the total poly count of all the meshes can be greater than 10-12k and that it is just the poly count of each mesh that cannot exceed that, right?
You are awesome for doing all this, thanks a ton!
#263
That is correct. The only thing missing from your mock scene setup is a detail marker, which is required for the DTS shape to export. If you use the DTS Automation utility it can create them for you saving you some setup steps. Post #114 has instructions for installing the automation tool for ModTool if you run into any problems.
No problem, I am glad to help out.
10/17/2009 (2:37 pm)
Quote:would that work? I assume that the total poly count of all the meshes can be greater than 10-12k and that it is just the poly count of each mesh that cannot exceed that, right?
That is correct. The only thing missing from your mock scene setup is a detail marker, which is required for the DTS shape to export. If you use the DTS Automation utility it can create them for you saving you some setup steps. Post #114 has instructions for installing the automation tool for ModTool if you run into any problems.
No problem, I am glad to help out.
#264
10/17/2009 (2:43 pm)
Matt: Heh, my bad in my sample I meant for the one called default1 to be detail1. When typing the post I had that confused. For the benefit of others reading this I edited the above post to be correct...
#265
I started with the Phone.fx realtime shader that came with XSI and applied it to my mesh. I am making a simple building. I started it with a basic cube and then extruded it here and there for the basic shape.
Next I applied a UV project texture map so I could use the Texture Editor to stamp out an image and paint it. I painted a bunch of windows so it would look like a tall high rise.
Now I want to apply a bump or surface map in such a way that the windows will look recessed. I then want to apply a reflection so that the windows will be like mirrors and reflect everythihng around them.
I went to the Phong image settings and set the AmientMap to my image. When I did this then the DirectX 9 view shows the windows as I would hope. So far so good. If I export this using your DTS exporter and open the file in the DTS ShowTool I see the model with the windows. It looks pretty plan at this point, so now to my next step.
I went to the Phone image settings and set the AlbedoMap to my image hoping that would affect the surface because the original is called default_surface_map_png. When I do this, however, nothing changes. I also try applying it to the NormalMap position and that doesn't affect it either. At least not in the way I want. What it does do is makes the preview look more "shiny", which I guess that is what it should do in the normal mapping. The problem I find in this case, however, is that when I then export it using the DTS exporter, that shininess doesn't show up in the DTS ShowTool.
So I could use some help. Maybe I am using the wrong FX file? When I export to a DTS file I get the DTS and the texture PNG. Does it not use an FX file anymore?
10/17/2009 (8:31 pm)
Matt: Maybe you can help point me to something else. I can't seem to figure out how to get a surface and reflection type maps to work.I started with the Phone.fx realtime shader that came with XSI and applied it to my mesh. I am making a simple building. I started it with a basic cube and then extruded it here and there for the basic shape.
Next I applied a UV project texture map so I could use the Texture Editor to stamp out an image and paint it. I painted a bunch of windows so it would look like a tall high rise.
Now I want to apply a bump or surface map in such a way that the windows will look recessed. I then want to apply a reflection so that the windows will be like mirrors and reflect everythihng around them.
I went to the Phong image settings and set the AmientMap to my image. When I did this then the DirectX 9 view shows the windows as I would hope. So far so good. If I export this using your DTS exporter and open the file in the DTS ShowTool I see the model with the windows. It looks pretty plan at this point, so now to my next step.
I went to the Phone image settings and set the AlbedoMap to my image hoping that would affect the surface because the original is called default_surface_map_png. When I do this, however, nothing changes. I also try applying it to the NormalMap position and that doesn't affect it either. At least not in the way I want. What it does do is makes the preview look more "shiny", which I guess that is what it should do in the normal mapping. The problem I find in this case, however, is that when I then export it using the DTS exporter, that shininess doesn't show up in the DTS ShowTool.
So I could use some help. Maybe I am using the wrong FX file? When I export to a DTS file I get the DTS and the texture PNG. Does it not use an FX file anymore?
#266
This name is then what you would use as the "mapto=" when you write a materials.cs file.
I had forgotten that had changed in the latest build and had to go and rename a bunch of my material node and re-export.
10/19/2009 (12:53 am)
if using that latest utility you must go and change the MAterial node in the render-tree to match the name of the file texture that you want to use.This name is then what you would use as the "mapto=" when you write a materials.cs file.
I had forgotten that had changed in the latest build and had to go and rename a bunch of my material node and re-export.
#267
My big question at this point is how do I do reflection and bump maps and get them exported to a DTS?
10/19/2009 (11:25 am)
I am not sure if you are trying to answer my original question or my last (very long) question. If you are trying to answer the last one I am not sure I understand how this helps.My big question at this point is how do I do reflection and bump maps and get them exported to a DTS?
#268
The Texture editor in T3D automates the creating of most of the material properties so that is a good place to start. There is a video tutorial on using the material editor on the Garage Games website. Take a look at the main developer blog for T3D, there is a link to it there. It is also possible to manually create the material file as it is just a simple text file with markup to define the material settings. The T3D and TGEA docs both cover the material definition.
Also keep in mind that if you are using ShowTool Pro, it does not support the preview of shader based materials because it was written for TGE and not shader based engines such as TGEA and newer.
You currently have two options for previewing DTS shapes with shaders. T3D has many new tools such as the material editor, and the shape editor designed to view and modify DTS and COLLADA based shapes. The second option being Konrad Kiss's new DTS Viewer both options give you the ability to preview DTS shapes with Shaders, DTS Viewer has some other features as well.
10/19/2009 (12:04 pm)
Currently the native DTS exporter does not create T3D materials for you automatically. It will create the proper materials in the DTS but things like reflection, normal and specular maps for T3D/TGEA are defined in a file seperate from the DTS referanced in the docs as the material definition or Material.cs file.The Texture editor in T3D automates the creating of most of the material properties so that is a good place to start. There is a video tutorial on using the material editor on the Garage Games website. Take a look at the main developer blog for T3D, there is a link to it there. It is also possible to manually create the material file as it is just a simple text file with markup to define the material settings. The T3D and TGEA docs both cover the material definition.
Also keep in mind that if you are using ShowTool Pro, it does not support the preview of shader based materials because it was written for TGE and not shader based engines such as TGEA and newer.
You currently have two options for previewing DTS shapes with shaders. T3D has many new tools such as the material editor, and the shape editor designed to view and modify DTS and COLLADA based shapes. The second option being Konrad Kiss's new DTS Viewer both options give you the ability to preview DTS shapes with Shaders, DTS Viewer has some other features as well.
#269
When you refer to T3D you are not talking about the Torque X version for Indie games, right? If I wanted those tools, but only have the X Indie version can I get them?
10/19/2009 (12:47 pm)
This answer why I am not seeing those effects. Thanks.When you refer to T3D you are not talking about the Torque X version for Indie games, right? If I wanted those tools, but only have the X Indie version can I get them?
#270
There is also a time limited binary only version of T3D that was made available for the Unearthly Challange.
Making the material files manually isn't that difficult, you should probably learn how to do it anyway. Read the TorqueX and TGEA Docs there is some very good material/shader info there.
10/19/2009 (1:01 pm)
Well, DTS Viewer is available for purchase for $20 from the link above. Short of that you'd have to purchase T3D to get the other tools.There is also a time limited binary only version of T3D that was made available for the Unearthly Challange.
Making the material files manually isn't that difficult, you should probably learn how to do it anyway. Read the TorqueX and TGEA Docs there is some very good material/shader info there.
#271
10/19/2009 (1:09 pm)
As always, thanks for the answers. I will learn materials.
#272
10/19/2009 (2:32 pm)
I avoid using the material Editor in T3D like the plague. I find it really annoying that it doesn't actually write the changes back to the materials CS file or let you select a material.cs file to work with. What it actually does is write you materials settings to the mission file which is pretty useless unless you are setting up you material on a per mission basis.
#273
10/19/2009 (2:38 pm)
James: Do you have any suggestions on something that will work really well with the X version of Torque 3D?
#274
I second that! We really like how the collada importer auto creates the material.cs files. Sure wish the DTS exported did this also. The DTS exporter route requires us to use the editor or make our own material.cs files. Because of this we prefer the collada exporter due to the bugs we keep finding in the editor.
However, if the bulk of the effort is being put toward updating the collada exporter to use the out-of-box DTS converter in T3D, we could live with it.
10/19/2009 (2:58 pm)
Quote:I avoid using the material Editor in T3D like the plague. ...James
I second that! We really like how the collada importer auto creates the material.cs files. Sure wish the DTS exported did this also. The DTS exporter route requires us to use the editor or make our own material.cs files. Because of this we prefer the collada exporter due to the bugs we keep finding in the editor.
However, if the bulk of the effort is being put toward updating the collada exporter to use the out-of-box DTS converter in T3D, we could live with it.
#275
10/19/2009 (3:07 pm)
So where do I get more information about the Collada exporter. Does it export from XSI? Once you have the collada file(s) do they work with the X version of Torque? I have never used Collada, what do you do with those files?
#276
10/19/2009 (3:30 pm)
Something that would be really helpful is if someone could point me to a web page or just explain the differences between T3D and TX3D (the Indie) version with the X in the name.
#277
So I guess the real question that applies to me is where it comes to modeling. I keep seeing people talk about T3D in their posts to me and others and don't know if what they are saying applies to the X version or not.
do both engines (X and not) use the same DTS type model files? Do they use the same lighting techniques, ETC.
10/19/2009 (6:31 pm)
Ok, so I looked around the site and answered my question about what is different. T3D is full blown C++ game development, the X version is C# and more lightweight.So I guess the real question that applies to me is where it comes to modeling. I keep seeing people talk about T3D in their posts to me and others and don't know if what they are saying applies to the X version or not.
do both engines (X and not) use the same DTS type model files? Do they use the same lighting techniques, ETC.
#278
Originally TorqueX was 2D in nature so when greater 3d support was added it basically assumed the TGEA art pipeline knowledge was required to work with the 3d toolset of TorqueX.
T3D adds COLLADA to art pipeline to add an import pipline to T3D in addition to the export pipline from previous versions of Torque. Currently all of the new DTS feature are only available via the COLLADA import process. As of now COLLADA is not supported by TorqueX.
DTS is the main 3d format used by all of the Torque engines however shader based engines require some addtional work when working with materials, and the Torque 3D adds some new features to DTS format while eliminating some legacy features that haven't been used in ages.
10/19/2009 (7:42 pm)
Probaby getting a bit off topic in these last few posts. Some of these questions would probably be better off being posted in the Torque X Forums. I reccomend taking a look at the Torque X Docs, The TGEA Docs, and the T3D Docs from the Support->Documentation Tab in the Garage Games website navigation.Originally TorqueX was 2D in nature so when greater 3d support was added it basically assumed the TGEA art pipeline knowledge was required to work with the 3d toolset of TorqueX.
T3D adds COLLADA to art pipeline to add an import pipline to T3D in addition to the export pipline from previous versions of Torque. Currently all of the new DTS feature are only available via the COLLADA import process. As of now COLLADA is not supported by TorqueX.
DTS is the main 3d format used by all of the Torque engines however shader based engines require some addtional work when working with materials, and the Torque 3D adds some new features to DTS format while eliminating some legacy features that haven't been used in ages.
#279
Thanks a ton!
10/19/2009 (8:19 pm)
Sorry to highjack your thread ;-). I will do some more research and if I will have questions post a new thread in the X forum.Thanks a ton!
#280
I have tried 2 of them and get the same error, so I will focus on the one. If you browse to the softimage folder as follows:
C:SoftimageSoftimage_Mod_Tool_Pro_7.5DataXSI_SAMPLESModelsCharacters
I did the following:
1. Start a new scene
2. Add a primitive, polymesh cube
3. Select the cube and use the Torque, quick setup
4. Delete the cube mesh
5. Do file / import / model and browse to the above folder and import the Biped.emdl model
6. If you open the explorer and drill down into the new biped model you will eventually see the man and women meshes.
7. You can drag the man into the position of the start01 node that the cube use to be in
8. rename Man to Man2
9. Create the bounds using the Torque menu
10. Resize the bounds if needed
Now you can export the model to DTS using the torque menu. It all seems to work until the end. This is where I need your help. It gets and error and when I open the dump log most of the export is completed. At the very end I see the following:
Add default node states...
Adding node rotation at time 0.000000 for node "Man2".
rotation: x=-0.00000, y=0.70711, z=0.70711, w=-0.00000
---------------------------------
Adding node translation at time 0.000000 for node "Man2".
translation: x=0.00000, y=0.00000, z=4.00000
---------------------------------
Adding 0 sequences...
Error: bone missing from shape
I don't expect you to do all the working of solving this. If you can just point me in the right direction on where to look and what the possible causes are I can do the work of finding it. If you want to try the above that is fine too, of course.
I tried this same thing with the XSIMan model in that same folder. I got the same error even though it is a totally different model. In fact, after posting this I just tried the Dog model from that folder and get the same error. I am guessing there is some root bone or something that the DTS exporter is expecting in the chain somewhere?
10/20/2009 (2:06 am)
Matt: Back on topic. I am trying to export another XSI model to DTS. The one I am trying to export is one of the samples that comes with XSI Mod Tool 7.5...the free version for Indie devs.I have tried 2 of them and get the same error, so I will focus on the one. If you browse to the softimage folder as follows:
C:SoftimageSoftimage_Mod_Tool_Pro_7.5DataXSI_SAMPLESModelsCharacters
I did the following:
1. Start a new scene
2. Add a primitive, polymesh cube
3. Select the cube and use the Torque, quick setup
4. Delete the cube mesh
5. Do file / import / model and browse to the above folder and import the Biped.emdl model
6. If you open the explorer and drill down into the new biped model you will eventually see the man and women meshes.
7. You can drag the man into the position of the start01 node that the cube use to be in
8. rename Man to Man2
9. Create the bounds using the Torque menu
10. Resize the bounds if needed
Now you can export the model to DTS using the torque menu. It all seems to work until the end. This is where I need your help. It gets and error and when I open the dump log most of the export is completed. At the very end I see the following:
Add default node states...
Adding node rotation at time 0.000000 for node "Man2".
rotation: x=-0.00000, y=0.70711, z=0.70711, w=-0.00000
---------------------------------
Adding node translation at time 0.000000 for node "Man2".
translation: x=0.00000, y=0.00000, z=4.00000
---------------------------------
Adding 0 sequences...
Error: bone missing from shape
I don't expect you to do all the working of solving this. If you can just point me in the right direction on where to look and what the possible causes are I can do the work of finding it. If you want to try the above that is fine too, of course.
I tried this same thing with the XSIMan model in that same folder. I got the same error even though it is a totally different model. In fact, after posting this I just tried the Dog model from that folder and get the same error. I am guessing there is some root bone or something that the DTS exporter is expecting in the chain somewhere?
Associate Matt Summers
Dark Industries
There are some limits to the number of polys on a per mesh basis in both the DTS and exporter and T3D. The maximum number of polys per mesh using the Native exporter Softimage is 10-12k polys per mesh in the DTS file. Using the COLLADA pipeline the number is higher but there are still per mesh poly limits.
For extremely high poly objects you are going to need to break them up into multiple meshes objects. You can still export all of the mesh objects as one DTS file. But inside that one DTS file you will have chunks of your giant mesh broken up into smaller groups.
Also, I recommend working with some simple shapes and getting them to export correctly before you jump to 100k poly objects and fully animated characters. There are lots of basic things you need to learn when working with DTS in T3D. Hugely complicated and High poly shapes will just make the learning process that much harder.