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) ]

#221
09/23/2009 (2:34 pm)
Alright, good to know you're working on that!

I spent yesterday evening studying about Crosswalk and COLLADA also, and indeed, the ability to add custom content now will make things like this easier :) But of course, it's still a lot work.

Actually I don't know much about T3D - yet :). Currently I'm more into getting the physX part out of XSI for general use and originally I read your and James' posts on the Area about it.

That said, there's one thing that I didn't quite get yet: Are you using the actual COLLADA physics, found in the schema, or are you adding T3D specific custom tags only?

#222
09/23/2009 (3:56 pm)
@Vasco: My proof of concept currently directly exports the PhysX dump in its standard XML format, with no T3D specific markup. If I end up going the COLLADA way in replace of or addition to the direct xml export there shouldn't need to be anything T3D specific about the COLLADA with PhysX export either.

At present T3D uses a standard PhysX XML dump, they did make a couple of tweaks to enable per object custom attributes to be exported by the Max PhysX exporter, but that is a feature that probably should have been in the Max exporter anyway and was a limitation of the Max PhysX exporter and not the export format. But other than that its the Standard PhysX XML schema.

Regarding tweaking the COLLADA markup for T3D. The T3D COLLADA content pipeline supports COLLADA extensions that can store T3D specific markup that can provide the importer with additional information to use when building the DTS shape. (DTS is the T3D object format)

The problem to date was that the COLLADA exporter didn't have anyway to add these specific properties, so the only options were to add them manually to the COLLADA XML file, or add them during or after the import process using the shape editor in T3D.

With Crosswalk 4.0 it is possible to add them to the COLLADA XML during the export process based on data in the Softimage scene. Essentially helping the existing exporter add the specific markup needed rather than having to write an entire new COLLADA exporter all together. I am still reading the docs related to this but it seems very promising so far.

I'm not sure what anyone else thinks but to me having a more streamlined COLLADA export that still gives you the ability to control all of your DTS settings from Softimage and could correct markup issues in the COLLADA file that might cause import problems seems like a win. In general this could make the COLLADA pipeline as good or better than having a native Softimage exporter.
#223
09/23/2009 (10:25 pm)
Just got my copy of XSI 2010!
I am so glad I bought a maintenance contract.. :D
I look forward to helping any way I can.
I am currently learning assembly language. Going to take a while since I am doing it at a slow pace for now.
#224
09/24/2009 (11:37 am)
has anyone installed Crosswalk 4.0 into Older version of Softimage like 6.5 and also does it work in ModTool 7.5? or ModTool Pro 7.5.


Another question is ModTool getting upgraded to 2010?
#225
09/24/2009 (12:08 pm)
I have Crosswalk 4.0 installed with Softimage 2010, Softimage 7.5 and ModTool 7.5. I haven't heard anything yet regardint ModTool being upgraded to 2010 yet.

@Stephen: Yeah, I feel like I really got my moneys worth out of my last subscription purchase. Going on 3 updated versions so far. :)
#226
09/24/2009 (12:44 pm)
Maintenance is the only way to go really. Too many people get hung up on the fact that they are selling out about a $1200 over the cost of a pretty expensive software. But in the long run it is way cheaper to use the subscription system. You actually save a lot of money versus buying each upgrade.

Also autodesk has lowered the subscription cost this year. ours went down from almost $1300 a seat to about $1000 a seat for the renewal.
#227
09/24/2009 (1:28 pm)
@Matt: Alright, whether you take the Physx dump or the COLLADA road with the exporter, I really look forward trying it out once you publish it! I can also test out something if needed (though I know nothing about the T3D-end, currently).

@James: I'm planning to upgrade my XSI 7.01 to use Crosswalk 4.0, although I do remember reading somewhere about some strange bugs compared to 3.3 version. I'll post back here, if I find that text again.

I'm also thinking about upgrading my XSI to the latest version, but for some reason Autodesk is not answering to my mails, I guess I have to actually call them next. This part was way easier with "old" Softimage.

#228
09/24/2009 (10:42 pm)
Did you get a re-seller assignment email from Autodesk after the merger?

Where are you located if you don't mind me asking. I can tell you who to contact if I know what region you are in.
#229
09/25/2009 (2:45 am)
@James: I'm located in Finland. I did get a bunch of emails back then, but I can't remember if there was anything about re-assignments.

There's is an Autodesk office in Sweden (our neighbor) but Finland does not have it's own - not according to the list at Autodesk site. Also we do have resellers here, but Softimage doesn't appear on the "search for reseller"-lists. Sometimes it's surprisingly complicated spend your own money :D

UPDATE: After throwing around some e-mails, I finally have the address of the company which supposedly works as Softimage reseller - looking forward for them to answer.

#230
10/02/2009 (3:32 pm)
*** Update ***

I am currently testing the latest build of the Softimage DTS exporter which has the following changes/new features/bug fixes

  • Bug Fix: Multiple Materials on a per mesh basis are now working again.

  • Change: The Material name stored in the DTS is now the Softimage Material name and not the file name of the image attached to the material. This was changed to be consistent with the COLLADA pipeline for T3D. The material name should be used with the "mapTo" property in the T3D material defintion. When exporting DTS for TGE you will need to rename your Softimage materials to match your image file names.

  • New Feature: Export Visible Models to DTS option now available from the Torque menu. Using this feature have the exporter loop through the scene and export all of the visible models in the scene to DTS using the Models name as the exported DTS name. Models that are hidden are not exported this gives you the ability to mass export all of the DTS objects in your scene with one click.

  • New Feature: New scriptable command added "DTS_ExportModels". This allows you to key bind the export models command or to use it in your own automation scripts or custom tools.

  • Bug Fix: Fixed issues with Softimage 2010 when using "Quick Setup" and/or exporting DTS shapes when not using Model containers.

  • Bug Fix: Fixed an issue where Quick Setup would sometimes create empty details in the DTS shape.

As soon as the 64bit version is compiled I will post updated versions for download.
#231
10/02/2009 (8:26 pm)
Will have it tested and back to you on monday. Had to leave work early.
#232
10/03/2009 (9:51 am)
One other feature, please, please, please. A check box to export the materials to the same folder of the model. Or better yet, we can put a path to where all the materials go. For example, we might want to put all the materials one directory above so we can re-use materials.

Also - If you export out a scene with several models visible, how will the exporter handle instanciated models? For example, I might have a table with 4 chairs. One of the chairs is the actual model and the others are instances of them.

And if we export that one chair only, where will the center point be once it is placed in the world? I can see times where I would want the chair to be at the 0 0 0 origin. I can also see times where we want the entire scene to export exactly in the position it is in.



Muchas Gracias.
#233
10/03/2009 (9:55 am)
Quote:I'm not sure what anyone else thinks but to me having a more streamlined COLLADA export that still gives you the ability to control all of your DTS settings from Softimage and could correct markup issues in the COLLADA file that might cause import problems seems like a win. In general this could make the COLLADA pipeline as good or better than having a native Softimage exporter.

I agree as long as the COLLADA file export is still the generic standard COLLADA file or not the same as the CROSSWALK COLLADA exported file results. We might want to export models in COLLADA format to other art packages that need to understand the format.

BTW, awesome work so far!
#234
10/03/2009 (2:08 pm)
@Scott: Yeah I've had a few requests for textures to be copied to where the DTS file is exported. I'll get that in there in one of the next updates.

Regarding COLLADA... Crosswalk 4.0 added COLLADA support as part of the Softimage FTK. This gives programmers access to the Semantic Layer and allows programatic access to the COLLADA markup during the export process. This allows Crosswalk to do most of the work creating the COLLADA markup but also allows the formatting and addition of markup to the COLLADA file before it is written to disk.

Basically this means I can take the same interface used by the native Softimage exporter and add the ability for it to export COLLADA files that would contain all of the features you currently need to add manually to the COLLADA file or using the Shape Editor in T3D.

The net result is just a standard COLLADA file that you can import into any other COLLADA supporting tool, but it will also contain the additional markup that the Torque importer needs to enable various DTS specific features.
#235
10/03/2009 (2:17 pm)
@Scott: I just noticed that your profile says you are using Houdini Apprentice HD. Simply out of curiosity, did you switch to Softimage? or are you using both tools?

I've never used Houdini, how does the Softimage DTS exporter compare to the Houdini one?
#236
10/04/2009 (12:47 pm)
I love Houdini if you want to create like 40 versions of a table with easy slides to make changes, then export each one. But when it came down to building more complex models, I preferred the ability of just drawing out the polygons by hand. So I went back to Softimage for the time being.

I noticed that I can export from Softimage in FBX format for import into Houdini. But once in Houdini, it justs references the original FBX file as the base model to start the chain. Thus you must always include the FBX file with the Houdini file when giving to others. So until we can figure a way to import FBX into native Houdini and a method to draw polygons by hand, we will stay with Softimage for now. Oh, also, Houdini did not have the concept of saving models which can then be imported back into your scene which we could figure out. This concept helps a lot so re-use of existing models can be leveraged.

As for the Houdini exporter. It worked great once you figured out how to set it up. The only bug I could find so far was the developer hard-coded absolute paths in it so if you use it as a digital asset, it did not work well.

We are not sure just yet, when to use your exporter verses using the T3D collada importer and the differences between the two.
#237
10/04/2009 (3:57 pm)
The only issues I have had with collada from Softimage is the scale. When you export the model via DTS it comes it at the correct scale as the same DTS exported from any other package. But when you export via collada from Softimage and bring it in the file has to be scaled up by a factor of 10 to match the same model from the DTS pipeline
#238
10/04/2009 (4:38 pm)
The scale issue is caused by Softimage's unit system and how the Crosswalk COLLADA exporter writes the unit size to the COLLADA file.

This is what is writen by default:

<unit meter="0.1" name="decimetre"></unit>

The Softimage DTS exporter assumes that 1 Softimage unit = 1 meter in Torque. The Crosswalk COLLADA exporter writes out that 1 unit = 0.1 meters into the COLLADA file. I haven't looked very hard but in the little bit that I have I haven't found an obvious way to change this setting from within Softimage.

You can open the COLLADA file and change the value directly, use a TSShapeConstructor object in script to override it, or use the new Collada Import GUI Dialog to override the scale on import.

In the COLLADA pipline tool I am writing you will be able to set the export scale as a preference in Softimage.
#239
10/05/2009 (11:30 am)
yeah the one SI unit = 1 decimeter is a pretty common convention.
#240
10/06/2009 (10:32 am)
I just did a new install of mod tool 7.5 (32-bit) on my new 64-bit Vista machine. I then installed the DTS exporter plugin I just downloaded from here. After setting up a simple cube for export, I get "Invalid argument specified" in a red banner at the bottom of the Softimage app.

Any ideas? I know this worked on my other machine. The exporter version from "About" says v0.6 and date is 10/6/2009.