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:
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
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
About the author
#162
01/13/2009 (2:28 pm)
Can you use a Collada export:)
#163
Does anyone here have access to 3ds Max with the Softimage Crosswalk components installed?
01/13/2009 (2:50 pm)
Of coarse, COLLADA would be an OK starting point. The only issue with starting with COLLADA is that there is a ton of clean up that needs to be done to get the file to be useable, but its about the same with most crossover formats. Its possible that the .XSI export from Max might be better but I'd have to test that to be sure.Does anyone here have access to 3ds Max with the Softimage Crosswalk components installed?
#164
I have the crosswalk/ xsi exporter installed in max. What do you need me to do? Try to export the orc?
01/13/2009 (2:56 pm)
WOW! Thanks so much for working on this again MAtt!! I have the crosswalk/ xsi exporter installed in max. What do you need me to do? Try to export the orc?
#165
I know someone who might can help you there. If no one else gets it first, I will try to get it tonight...
(Even though I have started using Houdini:))
Randy
01/13/2009 (3:02 pm)
Matt,I know someone who might can help you there. If no one else gets it first, I will try to get it tonight...
(Even though I have started using Houdini:))
Randy
#166
www.mediafire.com/file/2ty5ozhnjmn/TorkOrcExportMAX.XSI
Here is the same file already imported into XSI 6 using the default import options:
Edit: I cleaned up the file a little after import. All the torque nodes are green now, they have been resized as well to fit the model better.
www.mediafire.com/file/zztnzjne2zz/TorcOrcimportFromMAx2.scn
01/13/2009 (3:17 pm)
Here is the torque orc exported from max into dotXSI using the default exporter options:www.mediafire.com/file/2ty5ozhnjmn/TorkOrcExportMAX.XSI
Here is the same file already imported into XSI 6 using the default import options:
Edit: I cleaned up the file a little after import. All the torque nodes are green now, they have been resized as well to fit the model better.
www.mediafire.com/file/zztnzjne2zz/TorcOrcimportFromMAx2.scn
#167
Thanks.
01/13/2009 (3:29 pm)
Hello Thomas, are you able to do the TGEA version of the Orc (aka space Orc) as well? I am pretty sure there is a 3ds max file available somewhere, I can probably track it down if you dont have it.Thanks.
#168
Also, I cleaned up the previous orc import a little - resized the nodes and recolored them.
01/13/2009 (3:43 pm)
Yah I'll look to see if there is a spaceorc max file and do the same thing to it as I did above.Also, I cleaned up the previous orc import a little - resized the nodes and recolored them.
#169
Here is the forgeSoldier however:
www.mediafire.com/file/3gjqjegz02r/ForgeSoldierFromMAX.scn
01/13/2009 (3:56 pm)
Don't see that there is a SpaceOrc max file...Here is the forgeSoldier however:
www.mediafire.com/file/3gjqjegz02r/ForgeSoldierFromMAX.scn
#170
Matt any chance you can update the download.
Also just a request would it be possible to get a 64bit build?
perhaps a boned animated example as well. Even if it is something simple like 2 bones bound to a tube or something would be fine.
01/30/2009 (10:10 pm)
wow null rigs are almost worthless for trying to animate. I'm pretty new to XSI is there any chance of transferring those weights from those nulls back to a new skeleton? Perhaps GATOR?Matt any chance you can update the download.
Also just a request would it be possible to get a 64bit build?
perhaps a boned animated example as well. Even if it is something simple like 2 bones bound to a tube or something would be fine.
#171
01/30/2009 (10:23 pm)
hes working on a update he posted yesterday that in a week he will be releasing a new update to where we can export animations. when he releases it it still will not be a finished exporter though but i hope he continue to try to get it finished. it was the best news i have gotten for xsi and i cant wait my self ether. :P
#172
Also, the node transform issues with the XSI exporter nearly fixed in the build that we are testing currently. I even have a version of the Orc that exports from XSI and works with the stock Torque .DSQ files. I will probably setup a full skeletal rig example at some point as well.
This exporter has always worked with XSI bones, the only issue was that it would only work with animation that was exported from XSI.(due to the exported node transforms) The update that Mike Jarosch and I are working on corrects this. Its actually already fixed and I have been testing it for the last several days.
After a few more feature additions and a bit more testing I will post a new version of the exporter.
01/30/2009 (10:59 pm)
Yes, I have a few sample files that are setup with bone animation. As I have said before, bone animation works fine with the exporter.Also, the node transform issues with the XSI exporter nearly fixed in the build that we are testing currently. I even have a version of the Orc that exports from XSI and works with the stock Torque .DSQ files. I will probably setup a full skeletal rig example at some point as well.
This exporter has always worked with XSI bones, the only issue was that it would only work with animation that was exported from XSI.(due to the exported node transforms) The update that Mike Jarosch and I are working on corrects this. Its actually already fixed and I have been testing it for the last several days.
After a few more feature additions and a bit more testing I will post a new version of the exporter.
#173
01/31/2009 (8:21 am)
awesome! This is the best news I have heard this year so far.
#174
01/31/2009 (10:15 am)
Yea! I cant wait!
#175
02/01/2009 (11:24 pm)
Hey Matt, I'm glad to see this thread. Are you an employee of GG or are you doing this on your own free time?
#176
Keep up the good work.
As for me I am doing a plugin as an exersize to hone my skills as a TD.
Can't wait for the exporter to work on some of my objects that I have ready.
Thanks for keeping us up to date.
02/02/2009 (12:33 am)
Good to see you still at the helm Matt.Keep up the good work.
As for me I am doing a plugin as an exersize to hone my skills as a TD.
Can't wait for the exporter to work on some of my objects that I have ready.
Thanks for keeping us up to date.
#177
I will be posting an updated version of the exporter later today that has corrected transforms and a few other features. The next version will address the missing material properties.
The new exporter requires XSI 6.x or higher and also works with the latest version of the free XSI Modtool that is based on XSI 6.x. (keep in mind the commercial use restriction on Modtool)
I have successfully exported the TGE Orc using this exporter and it works with the default player .DSQ files. I will include a few test scenes that I have finished with the exporter and the rest as they are finished. The XSI versions of the scenes are in XSI 7 format and the Modtool versions are for the latest version of XSI Modtool
02/02/2009 (8:05 am)
@Jeramy79: No, I am not an employee of Garage Games. Mike Jarosch and I are working on the XSI exporter in our spare time.I will be posting an updated version of the exporter later today that has corrected transforms and a few other features. The next version will address the missing material properties.
The new exporter requires XSI 6.x or higher and also works with the latest version of the free XSI Modtool that is based on XSI 6.x. (keep in mind the commercial use restriction on Modtool)
I have successfully exported the TGE Orc using this exporter and it works with the default player .DSQ files. I will include a few test scenes that I have finished with the exporter and the rest as they are finished. The XSI versions of the scenes are in XSI 7 format and the Modtool versions are for the latest version of XSI Modtool
#178
02/02/2009 (9:06 am)
Now that is good news!
#180
07/10/2009 (8:03 pm)
Holy toleta, thank you so much, this has helped me and my team ALOT
Associate Matt Summers
Dark Industries
People have posted all manner of strange things regarding my intent with this exporter. Such as "He is using 3ds Max now and doesn't care about XSI any more..." Which is simply not the case. I don't even own Max, we were given floating licenses while we were working on the Max exporter which have long since been returned.
We actually have 4-5 thousand dollars invested in XSI licenses and training materials, not even considering all of our time invested in learning the XSI SDK in the first place. So, no, XSI is not something we decided to use casually and then discard.
Anyway, last night I had some free time and felt like picking up the XSI exporter and seeing where things were left off. I talked with Mike about the material properties and a few other things regarding bone animation.
He sent over the latest build of the exporter compiled using the XSI 6.x SDK which is using the newer geometry accessor class what was added to XSI in version 5 or 6 to abstract the complexity of getting at data within XSI. We will probably stick with the XSI 6.x sdk since that will allow the exporter to be used with the latest version of the free XSI Mod tool. If you are still using an older version than 6.x let me know and Ill see what we can do about it.
Material Properties
So the material properties are in progress, the way that shaders work in XSI is really complicated compared to other 3d apps, so its been a bit of a challenge. I have spent several hours deciding which shader properties to piggyback off of so that the preview in XSI is the same or similar to what you will see when the file is exported. The problem is that doing this will most likely require a specific shader setup in order for it to be exported properly.
For example my current mapping is based on the phong shader so you would need to make sure that you material is created like this: Material Node -> Phong Node -> Image Node -> Clip. This is because specific properties of the Phong shader are mapped to DTS material settings. If the Phong Shader doesn't exist you would get the same exported material that you get now, which is a texture only with environment mapping disabled.
The one thing I don't like about this is that it forces a particular work flow when work with materials that will be exported to DTS, whereas currently there is no such requirement. The other option I came up with was to add a custom property set to the material and then have specific properties that are read from the material custom properties set by the exporter. This would mean that you are free to setup your shader however you wish providing that the needed custom properties are added to your materials prior to export.
I should mention that material custom properties will be used regardless because I was not able to map 100% of the material properties to existing shader properties. So you will either end up mixing custom properties with shader properties or going the all custom properties route. Anyone have any thoughts on this in general?
Material properties do vary between TGEA and TGE and T3d will most likely change even more. For example, much of the material settings for TGEA are defined in the material definition, and my guess is that T3D will make even more use of this, meaning that at some point only the texture name needs to be exported and everything else will configured externally via material definition. As such, most of the material properties only apply to TGE and only a handful to TGEA.
XSI Bone Animation
I did a bit of testing last night and generated a new test file that uses XSI bones and I was able to export a bone animated shape with no problems. I have also had no problems using nulls as bones, or using a shadow rig to animate a simple null based skeleton. I may spend some time testing exporting a rig generated using the XSI character rig tools but in general they are very complicated and require extensive use of node export exclusion using a .CFG file. (which I am guessing that most people new to Torque and the DTS format have never used before.)
Bottom line is that XSI bones do export providing that the scene is setup correctly. This means that the center of your bounds is properly located, the center of your mesh shapes are properly located and that your skeleton is properly setup. (meaning that no bones have odd rotations resulting from being imported from some other app, you are not using a neutral pose to zero out node transforms, and that your DTS shape is setup correctly.) I have several sample files that export properly, so if you are having problems send me your files so I can figure out if its the exporter or your scene.
DSQ export is really easy to add to the exporter as it literally the same animation data that is stored in the DTS when animated DTS shapes are exported, just stored externally. It has been left out up to this point because testing that animation is exporting correctly is more important than crossing off a feature when animation might still have some bugs.
One thing I have noticed on exported bone animated meshes, specifically the dwarf sample file that is included with the exporter is that a few of the nodes on the dwarfs hands look like they are picking up some of the rotation of the shoulder or elbow nodes so its either an exporter issue or a scene setup issue. I took a look at the animation data in XSI and it looks fine, so I have have to look at the transforms on each of the nodes in XSI and looks for any oddities. All of the animation is baked into the nulls in the scene so its a bit painful to work with.
A while ago someone started converting the standard TGE Orc (and or the Space Orc?) to XSI to be used as a sample player scene, does anyone have a copy of that somewhere? I tried one of the links I found and it was dead, I don't have a problem starting from scratch but I figured that if some else started one it might save some time.