Game Development Community

XSI DTS Exporter Beta 2 Download

by Matt Summers · in Artist Corner · 02/02/2009 (10:14 pm) · 330 replies

www.darkindustries.com/gg/xsi/di_xsi_header.png
Whats New:

www.darkindustries.com/gg/xsi/dts_files.pngThis 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.

www.darkindustries.com/gg/xsi/modtool_ui.png

Basic Scene Setup:

www.darkindustries.com/gg/xsi/bounds.pngScene 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

www.darkindustries.com/gg/xsi/custom_parameters.pngTo 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) ]

#281
10/20/2009 (11:34 am)
Does the DTS exporter support the second UV set? We are using PureLight now and I can take the exported Collada file from PureLight back in to Softimage But I'm wondering if I take it back out Via DTS export would I loose the second UV channel?
#282
10/20/2009 (11:59 am)
No, the native DTS exporter does not support the second UV set, it doesn't support vertex colors either. As I have mentioned before I was waiting for the DTS SDK to be updated to support the new T3D features, which still hasn't happend yet.

So if you start using the second UV or vertex colors, which I believe that purelight uses as well, you will have to use the COLLADA pipeline to preserve those features.
#283
10/20/2009 (2:38 pm)
@Tony: See post #168 in this thread for the answer to your problem.
#284
10/20/2009 (2:46 pm)
ARRRRGGGGGGGHHHHHHHHHHHH!!!!!!!!!!!!!!

When was the last time you nagged GG about this? or do they just tell you to use collada? Quite frankly I think this whole situation is ridiculous.

I wish they would just stick to DTS and advance it. So instead of contending with all of the exporters. now we all have to deal with the lame ass standard that is collada that is so loose that just about every application implements it differently. And as of 1.0.1 we are told that we cant even use the Autodesk exporters we have to rely on another group "open Collada" to provide exporters.

The whole thing is just so frustrating.

well at least I'm not having to run animated stuff through this mess for this project. we figured out how to procedurally animate everything in the engine. "all static object motion, no deformation" So all we have to do is export everything via DTS except for some of the internal environments we are doing those in PureLight.

Does anyone know if Collada out of Softimage maintains that second UV set?
#285
10/20/2009 (2:53 pm)
I took a quick read and will try to asimilate it later tonight after work. I love the way you start the post, LOL. At least in my case I didn't export a very complex model as my first one. I have actually succeeded in exporting several more simple models and gotten them into games. I guess maybe I just jumped a little too far between that last success and this model :-)
#286
10/20/2009 (3:24 pm)
All I can really say about it is that GG had someone internally that was doing the native exporter updates, but I have yet to see anything come of it yet.

As I have mentioned already, I am working on my own COLLADA tools specifically for Softimage which will make things more streamlined. The new tools will also support the export of PhysX data, which is currently lacking from Softimage. If required to I will be modifying the COLLADA importer as well to make sure things mesh well.

Can you send me a link to the post regarding the requirement to use the "Open COLLADA" exporter? I find that an interesting statement.

The Crosswalk COLLADA exporter does support multiple UV sets, but I have not used them via the T3D COLLADA importer so I can't say with 100% certainty that it actually works.
#287
10/20/2009 (4:07 pm)
Well, the good news is that I am learning. I got a chance during lunch to play with this and the problem ended up being that I had not moved the bones inside of the Start01 null. Once I did that everything works.

Now I just need to read your posting about animation and get that output. Then I will be in great shape.

As always, thanks a ton!
#288
10/21/2009 (1:42 pm)
ot and official statement but people saying that they have to use the open collada as the Autodesk on doesn't work.

www.garagegames.com/community/forums/viewthread/104111/1#comment-689369

wich I guess is not a bad thing unless you are using Maya 2010. "no open collada plugin"
#289
10/21/2009 (1:48 pm)
Hmm, the link you posted seems to be in a private forum. Any way we can get the non-private details here?
#290
10/21/2009 (3:17 pm)
Yeah, that thread is just one persons expierence not an official statement by Garage Games. It also looks like he was exporting from 3ds Max and not Softimage.

Since Crosswalk currently only supports exporting COLLADA from Softimage (for Max and Maya it only supports import and export of dotXSI format for file transport (as of Crosswalk 4.0 at least.)) This probably doesn't even effect Softimage users, and even if it does end up doing so, it should be a pretty simple fix.
#291
10/22/2009 (1:52 pm)
Hi Matt,

My class is using the xsi softimage exporter with modtool 7.5. When we try to do the quick setup option, we first get the error "invalid argument specified."

We have done the following:
we have installed the custompreferences manually and deleted the exportdtsoptions node from the default orc scene. When we do the quicksetup simple option, we get the error "command was cancelled."

We have checked and are only using the 32 bit plugin and have resolved the previous error message of "invalid argument specified."

My game design class would and I would greatly appreciate your help.
#292
10/22/2009 (1:54 pm)
Also, here is the script error that we get on exporting.

OpenScene "C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Scenes\XSI Modtool Scenes\Scenes\tge_orc.exp"
SelectObj "ExportDtsOptions"
DeleteObj "ExportDtsOptions"
SelectObj "Scene_Root"
' WARNING : 3030-EDIT-ParentObj - Command was cancelled.
DTS_QuickSetup
SelectObj "Scene_Root"
' WARNING : 3030-EDIT-ParentObj - Command was cancelled.
DTS_QuickSetup
#293
10/22/2009 (4:47 pm)
@Jeff:

The Orc sample scene is using an old version of the ExportDtsOptions custom property set that is in the scene root. If you open the scene and delete it and the exporter will automatically create a new one which should fix the problem that you are having.

To find the custom property set, open the scene explorer and look in the scene root there should be a customProperty Set called "ExportDtsOptions" that has sort of a pinkish icon with a "C" on it. If you dont see it in the root check that your display filters in the scene explorer is set to "All + Animated parameters" this will ensure that you can see customProperty sets. Select the property set by clicking on its text and then delete it.

It is on my list to update the sample files so they are work out of the box with the latest version of the exporter, but for now, deleteing the parameter set manually should fix the problem you are having.

Let me know if you run into any other problems.
#294
10/22/2009 (5:34 pm)
Softimage 2010 SP1 with Crosswalk 4.1 is out
www.garagegames.com/community/blogs/view/18577
#295
11/04/2009 (10:35 pm)
I am having trouble getting my sequences to export. I followed the instructions on the opening page. I created nulls with custom properites startFrame and endFrame.

I export the DTS and nothing changed in it. I tried exporting DSQ and it also didn't do anything.

I am checking it in ShowTool Pro. I assume that the sequences should show up in the Sequences drop down at the bottom of ShowTool.
#296
11/04/2009 (10:50 pm)
I figured out what I did wrong. The tutorial on the first page talks about making the sequence_ nulls in the root scene. I put them in the Base01 of the model and they exported and show up and play in ShowTool Pro.

I now have another weird thing. ShowTool Pro shows 2 Man models when I only have one in my XSI model named Man1. I am not sure where the other one is coming from.
#298
11/05/2009 (5:03 pm)
I probably should have separated my second problem into a new post because most people probably read that I figure out what I was doing wrong and skipped the second part, so here goes (sorry for the double post):

ShowTool Pro shows 2 Man models when I only have one in my XSI model named Man1. I am not sure where the other one is coming from. Can someone help me figure out why the exporter is exporting 2 Man objects?
#299
11/05/2009 (11:16 pm)
can you share a scene?

email in profile.
#300
11/05/2009 (11:44 pm)
@James: emailed, thanks...