Game Development Community

XSI DTS Exporter Beta 2 Download

by Matt Summers · in Artist Corner · 02/02/2009 (10:14 pm) · 333 replies

www.darkindustries.com/gg/xsi/di_xsi_header.png
Whats New:

www.darkindustries.com/gg/xsi/dts_files.pngThis 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.

www.darkindustries.com/gg/xsi/modtool_ui.png

Basic Scene Setup:

www.darkindustries.com/gg/xsi/bounds.pngScene 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

www.darkindustries.com/gg/xsi/custom_parameters.pngTo 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) ]

#201
08/11/2009 (12:49 pm)
Sorry but I have not been able to locate that tutorial. I am still looking. Its on a cd somewhere.... I have tons.
#202
08/13/2009 (1:17 pm)
@Matt: Hi ya. Did you get a chance to get a new version out for multiple materials?

I tried the Houdini route as a test and it crashes one system, and shows up with black on black menus on two other systems. Guess I will stick it out with XSI. They have a new version called SoftImage 2010 coming out soon.
#203
08/17/2009 (3:33 pm)
@Scott:

I have an updated version but I've been totally swamped at work and haven't had time to finish testing it. Shouldnt be too much longer, as I am just about caught up with my work projects.
#204
09/11/2009 (2:40 pm)
Well if you guys have subscriptions the downloads for Softimage 2010 are in the Subscription center as of this morning. got mine today as well as ZBrush 3.5 hehe kinda like christmas. Gonna test the Exporter sometime this weekend.
#205
09/11/2009 (3:00 pm)
@James: Yeah I installed Zbrush 3.5 last night and was playing with some of the new features. Im really liking the tweaks to the UI so far.

I was just about to check the Subscription Center to see if Softimage 2010 was available for download yet so good timing on your post James.

I have an updated version of the Softimage exporter that has a few more bugs fixes such as multiple materials per mesh and other minor issues. After I install Softimage 2010 and do some testing I will package up the updated exported and update the downloads this weekend.
#206
09/14/2009 (3:55 pm)
I have not been able to get SI 2010 yet (due to being unemployed atm) however I did get the Zbrush 3.5. :) Good thing too as my license from previous version was messed up. I have had to change computer setups too many times and forgot to de-register before reinstalling/upgrading. ;D
#207
09/15/2009 (4:05 pm)
My Autodesk Subscription center was messed up for the last few days so I have been unable to download Softimage 2010 until it was fixed this morning. I haven't had time to install it yet but I will be doing some testing over the next few days. Updates will follow.

Im still loving the updates added to Zbrush 3.5. The new Zsphere sketch features and the planar sculpting tools are brilliant additions. Well worth playing with if you haven't already.
#208
09/15/2009 (4:27 pm)
2010 is nice. be aware there are certain situations that trigger a memory leak.It has something to do with the material manager and scenes that are brought over from 7.5. Autodesk has confirmed it but we are still searching for the exact cause.

I haven't had a chance to touch Zbrush 3.5 yet.
#209
09/16/2009 (2:50 pm)
@Matt: any word on the latest release?
#210
09/17/2009 (1:09 pm)
@Scott: I have Softimage 2010 downloaded but still need to install it and configure my license server. MY goal is to release an updated version of the exporter this weekend. Lots of things could throw a wrench in that, but thats the plan.
#211
09/17/2009 (1:38 pm)
I am looking forward to it, and I hope you have time to finish up the documentation ( I think you mentioned working on ) for all of it as well.
#212
09/17/2009 (2:00 pm)
@Matt: Cool beans! Will the 2010 version work with Mod Tool?
#213
09/17/2009 (2:35 pm)
@Scott: Yeah, I haven't done anything specific to version 2010. I am still compiling against the version 6.x SDK so everything should work in Softimage/Modtool 6.x and higher. Again, if anything caused that to change I would just compile specific versions for Softimage and Modtool.

@Hermetic: I have chunk of written documentation just about ready to go and I am editing the first few video tutorials that I recorded. I've also been working on an updated version of our website to host the docs and videos for the exporter. (Since our website hasn't been updated in ages.)

This weekend I have a large block of time set aside to work on all of this so I will post an update on my progress later this weekend.
#214
09/17/2009 (2:52 pm)
Hey man you download link is broken. Just so you know.
The reason I say that is I was trying to download to make sure I had the latest it appears that. These version I have the quick setup will not work in 2010. Well things in the root anyway things in model containers seem to work just fine.

#215
09/17/2009 (6:38 pm)
The Download link should be working again, the webserver flipped out a bit this afternoon should be fine again now. I'll check on the quick setup in 2010 once I have it installed.
#216
09/18/2009 (9:56 am)
The existing version seems to work just fine you just have to have you hierarchy in a model container.
#217
09/22/2009 (12:25 pm)
Looks like you got disconnected from messenger so here is he rest:

the Empty Detail Nodes Bug.
as for the detail levels If you are having people that are having their models not show up in engine this is prolly the culprit
if you have empty detail levels you get the white brackets when the object is selected in T3D but you cannot see the model
the file size is correct as well.
once we deleted the empty detail levels the models showed up just fine
it seems to be that the quick setup is creating a detail nulls for every piece of geometry that you have selected
so if you have 5 meshes is a model container and select them and run quick setup the it will start a detail2 and create 5 detail nodes.

As for the needed Features...

• mapto needs to come from the Material name and not the image name. "Same as Collada exporter"
• ExportDTS dialog needs check box for assume Model container name for export file name" so model container called " frog" exports as frog.dts without having to name the file manually. Export should be assumed to be %PROJECT%\DTS\
• There should be a Export_All_Models Button that will export all model containers using the above listed assumptions. Loops like this work fine for us thus far we have tested itby manually writing a script that did it for about 200 model containers in a single scene and it worked just fine.


Other that that the DTS exporter is working just fine for us and out project.
#218
09/23/2009 (7:48 am)
Hey guys,

What's the status of the mentioned PhysX exporter -plan couple of pages back?

Is there a dedicated thread for that? I would be very interested to hear what's going on with that project and might even be able to help a bit with the programming effort :)


#219
09/23/2009 (11:48 am)
It would require Matt to make an exporter for the physX dump. But things are so loose and unclear about how all of this stuff works as far as physX and DTS at this moment I don't think it is something that he could really do right now anyway. Most likely it will have to wait for post 1.0. I could be wrong but that is what I gathered from my conversations with him. But there is still work being done on the DTS export. I talked to him yesterday and there will be a new version out soon. One of the problems is that the DTS SDK still has not been updated. I think that the Torque3D PhysX stuff is prolly just about as cloudy. So that is what is hampering progress.

But the DTS exporter works fine as it is we have exported over 100 models for our project thus far using it.
#220
09/23/2009 (12:39 pm)
@Vasco: As I mentioned to James yesterday, I have a proof of concept version of the PhysX dump, but currently everything is hard coded at the moment. This means that it is spitting out a valid xml file but all of objects and settings that are exported are done programmatically and are not based on the scene yet.

Once the T3D PhysX pipeline shakes out a bit more it shouldn't be too bad to pickup where I left off and get a useable PhysX dump from Softimage.

I've been working on some bugs that showed up in both the Exporter and the Exporter UI due to changes in Softimage 2010 and I have many of them fixed already. I have also been reading all of the changes/additions made to the Softimage 2010 SDK and Crosswalk 4.0 and it looks like there are alot of cool new features that will give T3D tool creation alot more flexibility.

The COLLADA exporter that is part of Crosswalk 4.0 now allows you have to have full programmatic access to the COLLADA export process. This means you can modify the COLLADA XML markup during export, add T3D specific markup to the COLLADA file during export or even add PhysX Data to the COLLADA file during export. (as I had mentioned previously there is already a tool that can extract the PhysX data from a COLLADA file and save it as a PhysX dump.)

Also, since this is change to Crosswalk it should work equally well in both Softimage and ModTool from one codebase. As a result this may change some of the tools I am writing at the moment and will probably allow me to more easily write automation tools to streamline the Softimage T3D COLLADA pipeline.