XSI DTS Exporter Beta 2 Download
by Matt Summers · in Artist Corner · 02/02/2009 (10:14 pm) · 333 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
#2
i not going to try it now though but once i finish my site then i going to be doing lots of work for the game.
02/02/2009 (11:30 pm)
woot finally a good working exporter for xsi allot of people are going to be happy now. should of been done years ago but at lest we have one now that works with animation.i not going to try it now though but once i finish my site then i going to be doing lots of work for the game.
#3
Also, is the double sided material option included in this build?
02/03/2009 (4:36 am)
The export freezes at 28% on Generating objects when trying to export a weapon; The tge_orc inluded in the archive exported just fine but did freeze for a second there.Also, is the double sided material option included in this build?
#4
The "freeze" you are experiencing is the exporter looping through each triangle in the scene looking at its material settings. You will notice a pause or hang on some scenes, the higher poly count on your object the longer the pause on the Generating Objects phase.
We are working on this currently which is why material properties are still not in this update. If you look in the dump.html file generated by the exporter you can see it looping through each triangle in the scene and looking its material settings.
One possible fix we are looking into is to check to see if the material is applied directly to an object in that case the first material found would be applied to that object in the exported DTS. If the material is applied to a cluster, then only the polys in the cluster would have the material applied. This would allow you to still apply multiple materials to one mesh object without slowing down the exporter so much.
The only error I have had using this build of the exporter is that it has randomly errored and in the dump.html file it listed the error "Material is invalid". Without making any changes to the scene I have been able to just export the shape again and has exported fine the second export. It has only happened 2 or 3 times in about 50 exports, and should be cleared up when we finish material settings.
Materials in XSI are more complicated than they are in any of the other exporters we have written so bare with us on this.
02/03/2009 (8:11 am)
@Apparatus: Could you send me the weapon scene file that you are trying to export? The "freeze" you are experiencing is the exporter looping through each triangle in the scene looking at its material settings. You will notice a pause or hang on some scenes, the higher poly count on your object the longer the pause on the Generating Objects phase.
We are working on this currently which is why material properties are still not in this update. If you look in the dump.html file generated by the exporter you can see it looping through each triangle in the scene and looking its material settings.
One possible fix we are looking into is to check to see if the material is applied directly to an object in that case the first material found would be applied to that object in the exported DTS. If the material is applied to a cluster, then only the polys in the cluster would have the material applied. This would allow you to still apply multiple materials to one mesh object without slowing down the exporter so much.
The only error I have had using this build of the exporter is that it has randomly errored and in the dump.html file it listed the error "Material is invalid". Without making any changes to the scene I have been able to just export the shape again and has exported fine the second export. It has only happened 2 or 3 times in about 50 exports, and should be cleared up when we finish material settings.
Materials in XSI are more complicated than they are in any of the other exporters we have written so bare with us on this.
#5
I figured I would also mention that due to the fact that you can not name objects with the space character in their names in XSI it would be impossible to export a skeletion from XSI and have it work with the default .DSQ animations. (The Maya exporter has this same issue.) I believe that somewhere there is a version of the .DSQs that have been adjusted to have _ in place of space in their node names. But to make this a bit easier we added a new setting to the .cfg file that is read by the exporter and will convert _ in node names to spaces on export
If you look in the .cfg file for the orc scene that is included with the exporter you will see this setting.
Since there are some special nodes in the scene that the exporter reads that do require the _ character there is currently a bug where if you enable is setting some DTS features will not be exported correctly. (BB_, BBZ_, sequence_ etc.)
If you are exporting your own animation this will not cause any problems because you do not need to use this option unless you need to use existing .DSQ animations that contain nodes with spaces in their names. The bug will be corrected in one of the next builds, but I figured would mention it anyway.
02/03/2009 (8:24 am)
Spaces in Node NamesI figured I would also mention that due to the fact that you can not name objects with the space character in their names in XSI it would be impossible to export a skeletion from XSI and have it work with the default .DSQ animations. (The Maya exporter has this same issue.) I believe that somewhere there is a version of the .DSQs that have been adjusted to have _ in place of space in their node names. But to make this a bit easier we added a new setting to the .cfg file that is read by the exporter and will convert _ in node names to spaces on export
+XSI::ReplaceUnderscoresWithSpacesInNodeNames
If you look in the .cfg file for the orc scene that is included with the exporter you will see this setting.
Since there are some special nodes in the scene that the exporter reads that do require the _ character there is currently a bug where if you enable is setting some DTS features will not be exported correctly. (BB_, BBZ_, sequence_ etc.)
If you are exporting your own animation this will not cause any problems because you do not need to use this option unless you need to use existing .DSQ animations that contain nodes with spaces in their names. The bug will be corrected in one of the next builds, but I figured would mention it anyway.
#6
02/03/2009 (8:44 am)
@Byder: Yes this exporter does Tri Stripping on all exported objects. Here is a screenshot of how they look in ShowTool Pro.
#7
02/03/2009 (12:16 pm)
Yea Its Out! Now I just have to try it Hope it works well I know it works but If I can get it to work!
#8
02/03/2009 (4:33 pm)
Very cool! Congrats on the release, Matt!
#9
I am gonna stress test this on my side...
I'll let you know how that goes! :)
Thanks for the release
~C
a 3d artists journal
02/03/2009 (11:06 pm)
@Matt: Sounds better and better!I am gonna stress test this on my side...
I'll let you know how that goes! :)
Thanks for the release
~C
a 3d artists journal
#10
Just a thought Matt. Perhaps you should contact Derek so that the new implementation of DTS can be added they have updated the file format to support higher face counts and a few other things I believe. Though I'm not sure if you can have it both ways. perhaps a checkbox on export for dts or dts"2".
02/04/2009 (7:37 am)
Matt Thank you soo much.Just a thought Matt. Perhaps you should contact Derek so that the new implementation of DTS can be added they have updated the file format to support higher face counts and a few other things I believe. Though I'm not sure if you can have it both ways. perhaps a checkbox on export for dts or dts"2".
#11
Why oh why must you mock me?!?! this is 32bit only arghhhh!
JK do you think you could include a x64 binary for this baby?
We run 64bit XSI 7 here. 99% of the time it is just a 5 minute change of a couple settings in VC to do so. I would be very grateful.
If you can't do it I guess I can understand but I would really rather not have to ask them to install the 32bit version of XSI for us all.
02/04/2009 (7:42 am)
aaaaaaaaaaaaaaarrrrrrrrrgggggggggggggghhhhhhhhhhhhhhhhhhhh!!!!!!!!!!!!!!Why oh why must you mock me?!?! this is 32bit only arghhhh!
JK do you think you could include a x64 binary for this baby?
We run 64bit XSI 7 here. 99% of the time it is just a 5 minute change of a couple settings in VC to do so. I would be very grateful.
If you can't do it I guess I can understand but I would really rather not have to ask them to install the 32bit version of XSI for us all.
#12
02/04/2009 (8:10 am)
err, moving to vista 64 meself in a couple of days so I might be interested..
#13
Regarding 64 bit versions, I will talk with Mike Jarosch and see what we can do. I know that both our laptops are Vista 32-bit but we both have Macs and might be able to setup a 64-bit VM to compile it on.
02/04/2009 (10:23 am)
@James: The new DTS features are not avialable are not available to developers yet, and my guess is that when they are an updated version of the dtsSDK will the avialable that will add the new feature support.Regarding 64 bit versions, I will talk with Mike Jarosch and see what we can do. I know that both our laptops are Vista 32-bit but we both have Macs and might be able to setup a 64-bit VM to compile it on.
#14
James [{dot}] Barnette [{at}] 3dmotif [{dot}] com
02/04/2009 (11:24 am)
anything you need. I will be happy to provide you.James [{dot}] Barnette [{at}] 3dmotif [{dot}] com
#15
Could you point me in the direction of the change in VC for 64 bit?
I will need to know this for the future.
Thanks.
02/07/2009 (8:30 am)
James Brad Barnett:Could you point me in the direction of the change in VC for 64 bit?
I will need to know this for the future.
Thanks.
#16
02/11/2009 (2:33 am)
Ummm... I exported a model and it dissapeared... It's heirachy was crossed everywhere, I'll send file tomorrow.
#17
you have to
a: install VC on a 64 OS
b: if already installed you will have to re-run setup and select modify and then selects the 64bit c++ compiler
c: then you will have to re-install VS SP1
d: then you will have x64 under you targeted platforms list
02/11/2009 (7:26 am)
Quote:Could you point me in the direction of the change in VC for 64 bit?
I will need to know this for the future.
Thanks.
you have to
a: install VC on a 64 OS
b: if already installed you will have to re-run setup and select modify and then selects the 64bit c++ compiler
c: then you will have to re-install VS SP1
d: then you will have x64 under you targeted platforms list
#18
02/11/2009 (12:11 pm)
Sorry to bother you but I'm not totally sure were to put the exporter I put it in the addons folder and In XSI Under the export tab there was .dts but now I cant Open any .scn files it just says error!
#19
You cannot open scn files with double-click, copy the file under your Scenes folder in the current Project (or your Project, however you set it).
Null# Hierarchy crossed?
02/11/2009 (9:12 pm)
Jaren# Copy the exporter to yourdrive:\Softimage\XSI_7.01\Application\Plugins\You cannot open scn files with double-click, copy the file under your Scenes folder in the current Project (or your Project, however you set it).
Null# Hierarchy crossed?
#20
and
02/12/2009 (12:07 am)
www.mediafire.com/?sharekey=f827f393da231bfb4012e8015643d9c892491fed1ea6a600and
Torque Owner Byder
One thing though, we never switched to any other exporters before simply because they dealt with Tri Stripping correctly! (Specifically the lightwave version) Does this exporter for XSI deal with Tri Stripping along the same lines as the Max version?!
Regards,
~C
a 3d artists journal