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}
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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
#322
What we want to ask is: is there any differences between XSI DTS Exporter Beta 2 and Crosswalk? Which one is more convenient to use?
And there is two more questions concerning using Crosswalk:
1. The *.dae files exported by Crosswalk don't support vertex animation(not skeleton animation, but deformation by curves or any other methods)
2.As Crosswalk doesn't export *.dsq files, is there any solution to that?
Thanks! Looking forward to your replys.
07/06/2010 (1:29 am)
We use XSI to make models and animations for our current porject, using XSI's crosswalk to export *.dae files, and generate *.dts files through Torque 3D. What we want to ask is: is there any differences between XSI DTS Exporter Beta 2 and Crosswalk? Which one is more convenient to use?
And there is two more questions concerning using Crosswalk:
1. The *.dae files exported by Crosswalk don't support vertex animation(not skeleton animation, but deformation by curves or any other methods)
2.As Crosswalk doesn't export *.dsq files, is there any solution to that?
Thanks! Looking forward to your replys.
#323
The Softimage DTS exporter also allows you to do all of your setup for details, triggers, visibility animation and animation sequences in Softimage rather than during the import process or via script.
The Softimage DTS exporter creates version 25 DTS which is one version older than the version created by the COLLADA pipeline. As such, the older DTS version does not support some of the new DTS features such as vertex colors and the 2nd uv channel.
1.)Torque 3d does not currently support vertex animation. Older versions of Torque such as TGE and TGEA did, but the newer engine versions currently do not. Because of this the Softimage DTS exporter does not presently support vertex animation either.
As a work around you could use a curve and null rig with the verts weighted to the null instead of the curve. The curve could then drive the nulls position and give you a similar effect but the end result would be skeletal animation.
2.) The Softimage DTS exporter supports exporting *.dsq files. They should be compatible with COLLADA pipeline generated *.dts files generated from the same Softimage scene, but I have not tested that specifically. Exported *.dsq files do work correctly with *.dts files exported using the Softimage DTS exporter.
When using the COLLADA pipeline you can use TorqueScript via the TSShapeConstructor to use the animation stored inside of a *.dts file with another separate *.dts that has the exact same node configuration. You can also add any missing nodes using the TSShapeConstructor as well. This is essentially equivalent to using *.dsq files but with a bit more scripting needed. (Using *.dsq requires some scripting as well.)
Ultimately, both the native DTS exporter and the COLLADA exporter have their own benefits. Mostly deciding which one to use depends on which features you need and which work flow you prefer.
07/06/2010 (9:07 am)
@Longyou1: The primary difference between using the Softimage DTS exporter and using Crossswalk to export COLLADA files (*.dae) is that the direct to DTS exporter supports older versions of the Torque engine that do not support the COLLADA pipeline.The Softimage DTS exporter also allows you to do all of your setup for details, triggers, visibility animation and animation sequences in Softimage rather than during the import process or via script.
The Softimage DTS exporter creates version 25 DTS which is one version older than the version created by the COLLADA pipeline. As such, the older DTS version does not support some of the new DTS features such as vertex colors and the 2nd uv channel.
1.)Torque 3d does not currently support vertex animation. Older versions of Torque such as TGE and TGEA did, but the newer engine versions currently do not. Because of this the Softimage DTS exporter does not presently support vertex animation either.
As a work around you could use a curve and null rig with the verts weighted to the null instead of the curve. The curve could then drive the nulls position and give you a similar effect but the end result would be skeletal animation.
2.) The Softimage DTS exporter supports exporting *.dsq files. They should be compatible with COLLADA pipeline generated *.dts files generated from the same Softimage scene, but I have not tested that specifically. Exported *.dsq files do work correctly with *.dts files exported using the Softimage DTS exporter.
When using the COLLADA pipeline you can use TorqueScript via the TSShapeConstructor to use the animation stored inside of a *.dts file with another separate *.dts that has the exact same node configuration. You can also add any missing nodes using the TSShapeConstructor as well. This is essentially equivalent to using *.dsq files but with a bit more scripting needed. (Using *.dsq requires some scripting as well.)
Ultimately, both the native DTS exporter and the COLLADA exporter have their own benefits. Mostly deciding which one to use depends on which features you need and which work flow you prefer.
#324
We will take a good look at the TSShapeConstructor, and... would you mind if we have further questions about the TSSC to ask you later?
Thank you again.
07/07/2010 (2:22 am)
@Matt Summers: Thank you so much for your patient and such a detailed reply! We will take a good look at the TSShapeConstructor, and... would you mind if we have further questions about the TSSC to ask you later?
Thank you again.
#325
04/05/2011 (11:31 pm)
Did an updated 64bit version ever get compiled. I would be interested in an update quick would support Softimage 2011sp1 if anyone has the time.
#326
04/11/2011 (10:41 am)
I don't think the latest updates have been compiled for 64bit yet. I will get a hold of James and see if he can do a recompile of it.
#327
06/16/2011 (5:06 am)
Have a question how do i get my model exported from 3ds max to softimage correctly? Open collada works best but if you have a guide for using that or exporting to collada from 3ds max correctly either guide would help me. Just wondering as this is the only autodesk plugin i found to work.
#328
06/16/2011 (6:50 am)
I could use dae to dts but if this works ill do it this way.
#329
06/16/2011 (7:44 am)
@Jeffery: Autodesk has a tool called Crosswalk that is designed to help transfer content between Softimage, Max and Maya. When you install Crosswalk it will install plugins for each of your 3d apps and will allow you to transfer files from Max to Softimage using several formats. Those formats are .XSI, .DEA(Collada) and .FBX
#330
sorry haven't gotten the 64bit versions done been swamped
PS: I just last week made softimage versions of the Collada Physics and destructible workflow documentation. should be up soon. Truth be told the Collada route is a far better workflow. note that if you use the DTS plugin the scene setup is not compatible with Collada export.
06/20/2011 (11:57 am)
Upgrade to latest versions and select file> Send to softimage.sorry haven't gotten the 64bit versions done been swamped
PS: I just last week made softimage versions of the Collada Physics and destructible workflow documentation. should be up soon. Truth be told the Collada route is a far better workflow. note that if you use the DTS plugin the scene setup is not compatible with Collada export.
#333
this is coolness on a grand scale ! :D
ans softimage xsi mod tool , what a brilliant contribution to a just for fun wannabe hobbyer .
really , thanks
07/09/2013 (11:56 am)
THANK YOU , MR. Summers , THANK YOU this is coolness on a grand scale ! :D
ans softimage xsi mod tool , what a brilliant contribution to a just for fun wannabe hobbyer .
really , thanks
Torque Owner James Brad Barnette
3Dmotif LLC