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
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+ -bounds {mesh}
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+ -Base01 {null}
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+ -Start01 {null}
| |
| + -mesh2 {mesh} (detail size 2)
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+ -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
#182
1. Start new scene
2. Create cube with size of 1 and name of cube2
3. Click simple setup in Torque menu
This is repeatable and I have a good install with successful exports already.
07/23/2009 (1:51 pm)
@Matt: If the objects name ends in the number 2 (ie cube2) and then do the simple setup from the Torque menu, Mod Tool 7.5 will crash hard. Here is the steps to repeat:1. Start new scene
2. Create cube with size of 1 and name of cube2
3. Click simple setup in Torque menu
This is repeatable and I have a good install with successful exports already.
#183
Download the updated utility here
Let me know if you still have issues.
07/23/2009 (2:47 pm)
@Scott: I uploaded a newer version of the DTS Automation tool, try it out and see if it corrects your issue. I followed your steps with my current version of the utility in both Softimage 7.5 and ModTool 7.5 and works fine with no crash.Download the updated utility here
Let me know if you still have issues.
#184
It seems that if I apply the simple setup before applying my texture it works fine.
But if I apply a 512x512 texture with spherical XY texture projection and then the simple setup this results in a hard crash.
However, if I apply the simple setup before texturing, then undo this, then texture, then simple setup all works fine, but... I then select the textured decal view in my 3D pain and get a hard crash.
If I save between each set, everything seems to work OK though.
Hope this helped.
07/24/2009 (7:44 am)
@Matt: Thanks for the updated utility. I have applied it and restarted mod tool. It seems that if I apply the simple setup before applying my texture it works fine.
But if I apply a 512x512 texture with spherical XY texture projection and then the simple setup this results in a hard crash.
However, if I apply the simple setup before texturing, then undo this, then texture, then simple setup all works fine, but... I then select the textured decal view in my 3D pain and get a hard crash.
If I save between each set, everything seems to work OK though.
Hope this helped.
#185
1. Is there a way to have the bounding box not show a shader when you select the Texture View? It is blocking the view of the object inside. Or is the preferred method to use the hide/show method?
2. Can you add a checkbox that will tell the exporter to copy any used textures from the source location to the save location and update the DTS to reflect the new location? This would rock!
Thanks a heap!
07/25/2009 (7:12 am)
@Matt: The exporter is great. You have done a fine job sir! Two requests please:1. Is there a way to have the bounding box not show a shader when you select the Texture View? It is blocking the view of the object inside. Or is the preferred method to use the hide/show method?
2. Can you add a checkbox that will tell the exporter to copy any used textures from the source location to the save location and update the DTS to reflect the new location? This would rock!
Thanks a heap!
#186
1.) The bounds automation tool already does this for you by setting the display mode of the bounds shape to "Bounding Box". However there is one thing that you need to do to make the bounds see through.
In the right hand corner of each viewport there is a menu that lets you choose the shadeing type for each viewport. (Wireframe, Shaded, Textured, etc.) If you go to this menu and turn off the option "Override Object Properties" (the very first option in the menu) the bounds object will become a see through wireframe object and the other mehes will stay textured, shaded or wireframe depending on which option is selected.
Every object in Softiamge can have its own display mode. In the scene explorer if you select an object and expand its properties there is a section named "Display". This lets you set how the object will draw in the view port when the object is selected, unselected and near the camera, and unselected and far from the camera. This designed to help increase frame rate when working with scenes that are very complicated. You can also find the Display modes by selecting an object in the viewport and hitting ALT + Enter on the keyboard. By default all of the options are set to "Automatic".
2.) It is definately possible, I will add it to my feature request list.
07/25/2009 (11:23 am)
@Scott: Thanks, glad to hear its working for you. Regarding your questions.1.) The bounds automation tool already does this for you by setting the display mode of the bounds shape to "Bounding Box". However there is one thing that you need to do to make the bounds see through.
In the right hand corner of each viewport there is a menu that lets you choose the shadeing type for each viewport. (Wireframe, Shaded, Textured, etc.) If you go to this menu and turn off the option "Override Object Properties" (the very first option in the menu) the bounds object will become a see through wireframe object and the other mehes will stay textured, shaded or wireframe depending on which option is selected.
Every object in Softiamge can have its own display mode. In the scene explorer if you select an object and expand its properties there is a section named "Display". This lets you set how the object will draw in the view port when the object is selected, unselected and near the camera, and unselected and far from the camera. This designed to help increase frame rate when working with scenes that are very complicated. You can also find the Display modes by selecting an object in the viewport and hitting ALT + Enter on the keyboard. By default all of the options are set to "Automatic".
2.) It is definately possible, I will add it to my feature request list.
#187
07/25/2009 (1:17 pm)
@Matt: 1) That did the trick! 2) Thanks man.
#188
07/26/2009 (8:52 am)
@Matt: I have a scene which on export to DTS is crashing XSI. I tried to send it to you via the email address in your profile, but it bounced back. I have successfully exported about 9 objects so far and not able to get this one through. Can you take a look when you get a chance?
#189
What was the email bounce back error that you got? I've gotten other files from various people so it should work. Otherwise try emailing me a link to download file if you cant get the file to go through as an attachment.
07/26/2009 (9:12 am)
I've posted the list of things that crash the exporter several times on this thread. Work taking a look at them if you haven't already.What was the email bounce back error that you got? I've gotten other files from various people so it should work. Otherwise try emailing me a link to download file if you cant get the file to go through as an attachment.
#190
I should have an updated exporter and utility available in the next few days.
07/26/2009 (12:16 pm)
I did some work today to make the exporter less prone to crashing Softimage. I still have a few other things to detect and write to the dump file but its much less annoying now that you get a graceful error vs a hard crash.I should have an updated exporter and utility available in the next few days.
#191
I just sent you that file for your review. I think I read all of your posts in the forums.
07/26/2009 (2:47 pm)
@Matt: I figured the email issue out. When I cut and paste your email from your profile and paste into Yahoo email it shows up as msummers@nulldarkindustries.com Not sure why that happens. Must be an IE8 bug. I just sent you that file for your review. I think I read all of your posts in the forums.
#192
For the short term you can extract the geometry with the second texture on it to a seperate mesh object. It will export fine then.
I will make a post when this issue is corrected.
07/26/2009 (8:05 pm)
@Scott: the issue with your scene is with multiple materials on one mesh, this is a known issue with the current built of the exporter, and is next on my fix it list.For the short term you can extract the geometry with the second texture on it to a seperate mesh object. It will export fine then.
I will make a post when this issue is corrected.
#193
I know XSI can bake them into one. This way you will not have to mess with the model.
I have seen it done with tutorials online.
If you are not sure how to do it let me know and I will dig one up for you.
@Matt: I have been successful at exporting animations however I can only export them from the scene root "ExportDtsOptions". I have tried to delete the scene root "ExportDtsOptions" and then exporting a DTS file and it recreates it. However I still am not able to use the drop down menu for the DSQ files.
Let me know when this is fixed or if this was intended this way.
I also noticed a check box for exporting DSQ/animations in the "ExportDtsOptions" PPG.
I can still get exports just have to use 2 different ways to do it.
07/27/2009 (10:53 am)
@Scott: Perhaps you can bake your materials?I know XSI can bake them into one. This way you will not have to mess with the model.
I have seen it done with tutorials online.
If you are not sure how to do it let me know and I will dig one up for you.
@Matt: I have been successful at exporting animations however I can only export them from the scene root "ExportDtsOptions". I have tried to delete the scene root "ExportDtsOptions" and then exporting a DTS file and it recreates it. However I still am not able to use the drop down menu for the DSQ files.
Let me know when this is fixed or if this was intended this way.
I also noticed a check box for exporting DSQ/animations in the "ExportDtsOptions" PPG.
I can still get exports just have to use 2 different ways to do it.
#194
As a heads up I have the multi-texture bug fixed but I need to do a bit more testing to make sure I didnt introduce any new bugs in the material processor.
I also added some features that are currently only exposed to the .cfg file interface of the exporter to the main exporter dialog. I reworked the "ExportDtsOptions" menu so that there are now seperate export buttons for both DTS and DSQ and the addition of a few new options to give you some more control over what the exporter exports.
Expect an updated version in the next few days. I'll have James recompile the 64-bit version as well so both version should be updated at the same time.
07/27/2009 (11:37 am)
@Stephen/Scott: Texture baking works well with the exporter. You can also get really good results if you texture your model and add an Ambient Occulsion node to your shader then bake your textures. The result is very subtle shadows that are baked into the texture. They can make your model look like its lit with really complicated lighting but with little to no extra in engine overhead.As a heads up I have the multi-texture bug fixed but I need to do a bit more testing to make sure I didnt introduce any new bugs in the material processor.
I also added some features that are currently only exposed to the .cfg file interface of the exporter to the main exporter dialog. I reworked the "ExportDtsOptions" menu so that there are now seperate export buttons for both DTS and DSQ and the addition of a few new options to give you some more control over what the exporter exports.
Expect an updated version in the next few days. I'll have James recompile the 64-bit version as well so both version should be updated at the same time.
#195
Hmm... hardly got a chance to check it out and it is gone. Wonder if it will be back? /edit: or I should say "down"... not dead but sleeping?
Anyway, looking forward to Matt's updates and docs. And @Stephen I would be interested in that baking tute if you manage to dig it up... any good ones actually that are relevant to a torque workflow. Thanx.
07/30/2009 (9:01 am)
Quote:To anyone that doesn't already know, Letterbox Animation Studios created the website "Redi-Vivus" to host all of the 3dtutorial XSI training for free.
Hmm... hardly got a chance to check it out and it is gone. Wonder if it will be back? /edit: or I should say "down"... not dead but sleeping?
Anyway, looking forward to Matt's updates and docs. And @Stephen I would be interested in that baking tute if you manage to dig it up... any good ones actually that are relevant to a torque workflow. Thanx.
#196
07/30/2009 (9:12 am)
@Stephen: I would be greatful for the baking tutorial. I tried to find some online without any luck. Sounds like a good resource. BTW, when you bake the texture, is a new texture file created which is used to copy into the T3D directories?
#197
Yes they are adding new content with the blessing of Autodesk.
www.vast.ws/resources/xsi/tutorials/tutorials.html
go to the bottom on the right and there is a whole section dedicated to render-map tutorials.
of note some of it is a little old and the normal maps and displament generation has been moved over to the newer Ultimapper
07/30/2009 (12:37 pm)
Quote:Hmm... hardly got a chance to check it out and it is gone. Wonder if it will be back? /edit: or I should say "down"... not dead but sleeping?
Yes they are adding new content with the blessing of Autodesk.
Quote:I would be greatful for the baking tutorial. I tried to find some online without any luck. Sounds like a good resource. BTW, when you bake the texture, is a new texture file created which is used to copy into the T3D directories?Go to VAST
www.vast.ws/resources/xsi/tutorials/tutorials.html
go to the bottom on the right and there is a whole section dedicated to render-map tutorials.
of note some of it is a little old and the normal maps and displament generation has been moved over to the newer Ultimapper
#198
yes. You will also need to assign it to your model.
The VAST tutorial that James pointed out will help.
I have found another that works well. I will see if I can locate it.
Just for starters. do a search in the xsi help for Rendermap.
There is a huge section that details how to do it.
07/30/2009 (3:55 pm)
@Scottyes. You will also need to assign it to your model.
The VAST tutorial that James pointed out will help.
I have found another that works well. I will see if I can locate it.
Just for starters. do a search in the xsi help for Rendermap.
There is a huge section that details how to do it.
#199
07/30/2009 (5:24 pm)
Also when I bake a hi resolution mesh from an application like zbrush to my low-poly game mesh I use xNormal not Softimage. It is cuda accelerated and can handle VERY large models and textures stuff that will crash any in app baking solution.
#200
07/31/2009 (6:55 am)
@Everyone: Thanks a heap!
Torque 3D Owner Scott Peal
@Matt: Any update? Do you have a newer version pre PhysX which was released? I have v2.4 - BTW, thank you for all the work and help in the community.