Matt Summers/XSI/maybe
by Morrie · in General Discussion · 09/16/2006 (12:25 pm) · 7 replies
Matt Summers, posted a forum around 2004 for XSI exporters. GG games posted it on their modeling tools for exporters coming soon. This was in 2004 it is now 2007 almost, Matt also posted a forum and they were going to be released in Feb. 2006, still no exporters, then he said he was going on vacation which is cool everyone diserves a vacation, but he said he would give an update on the XSI exporter. This was 2 0r 3 months ago.
Anyways my question has anyone heard anything or is anyone testing them, because when I try to email him I don't recieve a response. I'm hoping for an update. It's been almost three years and I upgraded to the $2000 version of XSI in FEB. When he said he was going to release the EXPORTER. Is their going to be an exporter release or not.
Anyways my question has anyone heard anything or is anyone testing them, because when I try to email him I don't recieve a response. I'm hoping for an update. It's been almost three years and I upgraded to the $2000 version of XSI in FEB. When he said he was going to release the EXPORTER. Is their going to be an exporter release or not.
#2
I emailed Matt, but he doesn't give a response.
09/29/2006 (7:32 am)
Saw this post but it hasn't been updated for a while. I just was woundering, because this is all I'm waiting on to finish my game. I would rather wait a month or so than to start making everything over in a different program.I emailed Matt, but he doesn't give a response.
#3
09/29/2006 (8:00 am)
You know. You could use XSI to create your models and animations and export them to Collada. Then import them into Blender (I believe the importer/exporter includes animations) for the time being. And then export from Blender using the DTS exporter. It wouldn't cost you anything. It wouldn't be optimal, but then you're game can move forward.
#5
I'm looking at using James' Python scripts as a start on a Modo exporter, but it really depends on how much I care (since I can pop geometry into LW and use Dave's exporter). Luckily, since Modo doesn't support animation, I would have significantly less to worry about. But it could be nice for static modeling and exporting.
09/29/2006 (10:31 am)
Yup. The blender exporter does a lot. I'm looking at using James' Python scripts as a start on a Modo exporter, but it really depends on how much I care (since I can pop geometry into LW and use Dave's exporter). Luckily, since Modo doesn't support animation, I would have significantly less to worry about. But it could be nice for static modeling and exporting.
#7
09/29/2006 (10:58 pm)
I don't know. I use Lightwave. I was just looking for a free intermediary format which is popular for you. I haven't used Blender in about a year or so. It wasn't that difficult to figure out after going through the manual at first. I just had to completely readjust my workflow. But once I did that it was fine. And I could swap back easily. I wish more apps would take on Modo's idea of interfacing. It would make changing jobs much easier.
Torque Owner Eric Johnson
About half way down Matt posted info on the exporter.
http://www.garagegames.com/mg/snapshot/view.php?qid=1238