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
#302
I'm trying to export animated sequences with my model but I've noticed that when the command line "+XSI::ReplaceUnderscoresWithSpacesInNodeNames" is active, none animation is exported. When I deactivated it, the sequences appeared in the Torque editor. Could you help me?
01/12/2010 (3:35 pm)
Hi!I'm trying to export animated sequences with my model but I've noticed that when the command line "+XSI::ReplaceUnderscoresWithSpacesInNodeNames" is active, none animation is exported. When I deactivated it, the sequences appeared in the Torque editor. Could you help me?
#303
"+XSI::ReplaceUnderscoresWithSpacesInNodeNames" is a setting that was added to allow the exporter to convert the "_" to " " in node names so that DTS shapes created in Softimage could be compatible with the default animations that ship with the Torque Engine. This was added because Softimage does not allow you to use the " " character in object names in the scene.
If you are exporting all of your own animation from Softimage this feature should be deactivated by changing the "+" to "-" in the .cfg file. For example. "-XSI::ReplaceUnderscoresWithSpacesInNodeNames"
Also, there is actually still a bug in the replace underscores with spaces in node names command that causes the exporter to remove all of the underscores in all of the helper nodes in scene during export. This has the side effect of breaking sequence markers since they are named with a prefix of "sequence_".
It is a pretty minor bug to fix, I just keep forgetting to fix it since it only effects the export of DTS shapes from Softimage that need to use animation that was exported from some other 3d app. With replace underscores with spaces disabled animation should export properly.
If you need the replace underscores with spaces feature to work for something that you are trying to export let me know and I can post a updated exporter. Let me know if you have any other problems or questions.
01/12/2010 (4:20 pm)
@Michelle:"+XSI::ReplaceUnderscoresWithSpacesInNodeNames" is a setting that was added to allow the exporter to convert the "_" to " " in node names so that DTS shapes created in Softimage could be compatible with the default animations that ship with the Torque Engine. This was added because Softimage does not allow you to use the " " character in object names in the scene.
If you are exporting all of your own animation from Softimage this feature should be deactivated by changing the "+" to "-" in the .cfg file. For example. "-XSI::ReplaceUnderscoresWithSpacesInNodeNames"
Also, there is actually still a bug in the replace underscores with spaces in node names command that causes the exporter to remove all of the underscores in all of the helper nodes in scene during export. This has the side effect of breaking sequence markers since they are named with a prefix of "sequence_".
It is a pretty minor bug to fix, I just keep forgetting to fix it since it only effects the export of DTS shapes from Softimage that need to use animation that was exported from some other 3d app. With replace underscores with spaces disabled animation should export properly.
If you need the replace underscores with spaces feature to work for something that you are trying to export let me know and I can post a updated exporter. Let me know if you have any other problems or questions.
#304
Actually, I've already tried that (replace the "+" to "-") before you answer me. It worked, but I've noticed that some bugs still happen. I'll try it over.
Bye!
01/18/2010 (8:32 am)
Thank you, Matt.Actually, I've already tried that (replace the "+" to "-") before you answer me. It worked, but I've noticed that some bugs still happen. I'll try it over.
Bye!
#305
01/18/2010 (12:12 pm)
@Michelle: Let me know what bugs you are finding and I will see if I can track down what is causing them.
#306
01/20/2010 (3:20 pm)
Fine. I'm finishing the first animations and soon I'll export them to the programer. If I have any problems, I'll tell you. Thank you!
#307
As I told you, when I disable the "replace underscores with spaces", animation is exported. But, as the node names are wrong(the underscores are there), torque don't understands that as a part of the .dts model I've just exported. I opened the .dsq files in the notepad and all the nodes had underlines. I tried to edit it there (in the notepad) and saved(I know it's stupid, but it could be a solution). It didn't work either. What do you usually do in this case, since you've already noticed that?
01/25/2010 (3:39 pm)
Matt,As I told you, when I disable the "replace underscores with spaces", animation is exported. But, as the node names are wrong(the underscores are there), torque don't understands that as a part of the .dts model I've just exported. I opened the .dsq files in the notepad and all the nodes had underlines. I tried to edit it there (in the notepad) and saved(I know it's stupid, but it could be a solution). It didn't work either. What do you usually do in this case, since you've already noticed that?
#308
01/25/2010 (4:14 pm)
@Michelle: Are you making an entirely new craracter and animations in Softimage or are you making animations for an existing character that was exported from some other 3d app such as 3DS Max?
#309
01/25/2010 (7:42 pm)
@Michelle: Also, which version of Softimage are you using? (7.x, 2010, ModTool, etc.) And are you using 32bit or 64bit?
#310
01/25/2010 (9:22 pm)
Both character and animation were made in Softimage XSI 6.5, 32bit. The export of the .dts goes fine. The hierarchy of the nodes are correct, so we can use the animation that we had as example. I only can't export the .dsq in a way that the .dts character without the "_" could understand it. Thanks a lot!
#311
Make sure that the "XSI::ReplaceUnderscoresWithSpacesInNodeNames" property in the .cfg file is set to off "-" when both the .DTS and the .DSQ file are exported from Softimage.
Also, are you sure that all of the nodes are being exported into the DTS? Make sure that all of the node names that need to be exported in your DTS shape are listed in the "always export" list in the .CFG file.
I have a new build of the exporter which should fix the "XSI::ReplaceUnderscoresWithSpacesInNodeNames" setting so that it doesn't mess up sequence markers in the scene. After I test it a bit more I will post a new download.
Also, is it possible that you can send me a sample file that has the problem?
01/25/2010 (10:11 pm)
Michelle,Make sure that the "XSI::ReplaceUnderscoresWithSpacesInNodeNames" property in the .cfg file is set to off "-" when both the .DTS and the .DSQ file are exported from Softimage.
Also, are you sure that all of the nodes are being exported into the DTS? Make sure that all of the node names that need to be exported in your DTS shape are listed in the "always export" list in the .CFG file.
I have a new build of the exporter which should fix the "XSI::ReplaceUnderscoresWithSpacesInNodeNames" setting so that it doesn't mess up sequence markers in the scene. After I test it a bit more I will post a new download.
Also, is it possible that you can send me a sample file that has the problem?
#312
Remember that the bug would only effect you if you need to have spaces in node names in order to export animation Softimage that needs to be compatible with a DTS that was exported from 3ds Max.
If both the DTS and DSQ are exported from Softimage this feature can be ignored. However, if you turn it on or off both the exported DTS and DSQ must use the same setting or the two files will not be compatible.
Let me know if you have questions or problems.
01/26/2010 (2:06 am)
Ok, this build of the exporter has the "Replace Underscores with spaces in node names" bug fixed. This is the 32bit version of the exporter only, I will post an updated 64bit version when I can.Remember that the bug would only effect you if you need to have spaces in node names in order to export animation Softimage that needs to be compatible with a DTS that was exported from 3ds Max.
If both the DTS and DSQ are exported from Softimage this feature can be ignored. However, if you turn it on or off both the exported DTS and DSQ must use the same setting or the two files will not be compatible.
Let me know if you have questions or problems.
#313
01/26/2010 (7:27 am)
Great! I'll try it now. Thanks a lot!
#314
Everything is working properly now. I exported the model and it's working fine. Super thanks! :-)
01/26/2010 (7:48 am)
Matt,Everything is working properly now. I exported the model and it's working fine. Super thanks! :-)
#315
Glad to hear its working for you now. Feel free to post again if you run into any other problems.
01/26/2010 (12:26 pm)
Michelle,Glad to hear its working for you now. Feel free to post again if you run into any other problems.
#316
01/26/2010 (7:34 pm)
Hi Matt, I have the "XSI Mod Tool 7.5 Pro" 32bit and was wondering if you have any idea if the "Mod Tool Layout" (from XSI Mod Tool 6.5) has been updated for 7.5 anywhere?
#317
Personally, I prefer the default Softimage layout which is what the latest builds of Softimage Mod Tool ship with over the Mod Tool 6.5 default layout. The Mod Tool 6.5 layout actually hides alot of really useful stuff! :)
01/26/2010 (9:16 pm)
As far as I know the default layout of XSI ModTool 6.5 was never added to ModTool 7.x. It is just a custom layout so it would not be that hard to recreate it for ModTool 7.x. All of the images and even the layout file itsself are in the ModTool 6.5 directory so everything you would need to do it is there.Personally, I prefer the default Softimage layout which is what the latest builds of Softimage Mod Tool ship with over the Mod Tool 6.5 default layout. The Mod Tool 6.5 layout actually hides alot of really useful stuff! :)
#318
01/26/2010 (11:29 pm)
Thanks Matt!
#319
03/15/2010 (7:40 am)
I had a question, but I think I solved the problem! :-)
#320
03/17/2010 (12:44 pm)
No problem. I was going to ask if you were animating your bounds to move with your animation? I ask this because ground transform is calculated by the movement speed of the bounding box. If the bounds position is not animated the ground transform will always be 0.
Torque Owner James Brad Barnette
3Dmotif LLC