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
#42
02/25/2009 (2:02 pm)
Video Tutorials i think is easiest for everyone to understand.
#43
02/25/2009 (8:47 pm)
Video Definitely
#44
02/25/2009 (10:13 pm)
video
#45
I think it will end up being both for the sake of completeness. Some things are so simple they don't need a video tutorial, and you can't search a video for keywords (yet) so its probably best to do a mix.
02/25/2009 (11:56 pm)
I was pretty sure I already knew the answer to my own question, but I figured I would ask. :)I think it will end up being both for the sake of completeness. Some things are so simple they don't need a video tutorial, and you can't search a video for keywords (yet) so its probably best to do a mix.
#46
02/26/2009 (7:56 am)
So did you find someone to do a 64bit build? If not I'm still offering.
#47
02/27/2009 (6:41 am)
Autodesk finally got all of the maintenance stuff setup for us so I have access to the previous versions section now that it has been moved over. I can now compile for 6.5 x64 SDK
#48
If the Maya exporter compiles as 64bit the XSI exporter should as well, since they are both written using the DTSsdk/DTSsdkPlus. The source and solution file are currently for Visual Studio 2008.
02/27/2009 (8:16 am)
@James: Sounds good, this weekend I will package up the source and setup a download for you.If the Maya exporter compiles as 64bit the XSI exporter should as well, since they are both written using the DTSsdk/DTSsdkPlus. The source and solution file are currently for Visual Studio 2008.
#49
02/27/2009 (2:36 pm)
I have compiled several 32bit XSI plugins for 64bit and it has never been more of an issue than a couple settings int he compiler.
#50
Thanks.
03/04/2009 (1:29 am)
James: could you let me know what the settings used to compile for 64 bit? Thanks.
#51
then you have to re-run your service packs and updates.
after that you should be able to select x64 as you target for your build.
note: You will also have to go add any pointers to the x64 directories that you may need. for instance if you need DirectX for you build you are most likely point to the x86 folder in the SDK. you will have to go add another point to the x64 folder for these entries and make sure they are higher in the list.
That is all we have ever had to do to successfully build x64 plugins for XSI. errr uh I mean Autodesk Softimage lol
03/04/2009 (7:27 am)
well if you are on a 64bit OS and you didn't add the option called "X64 compilers and Tools" I think it is. You will have to go run the VS2008 setup and select modify your install and add them. "under the C++ section" then you have to re-run your service packs and updates.
after that you should be able to select x64 as you target for your build.
note: You will also have to go add any pointers to the x64 directories that you may need. for instance if you need DirectX for you build you are most likely point to the x86 folder in the SDK. you will have to go add another point to the x64 folder for these entries and make sure they are higher in the list.
That is all we have ever had to do to successfully build x64 plugins for XSI. errr uh I mean Autodesk Softimage lol
#52
If anyone else is interested in the source toss me an email.
03/04/2009 (9:11 am)
@James: I have the source ready for you to do a 64bit compile. I sent you an email earlier today.If anyone else is interested in the source toss me an email.
#53
Mine is in process, just waiting for my reseller to sort out the liscensing change from SPM to Autodesk Flex.
03/04/2009 (1:17 pm)
I am just curious if anyone else has taken advantage of the Autodesk Softimage 7.5 upgrade offer yet?Mine is in process, just waiting for my reseller to sort out the liscensing change from SPM to Autodesk Flex.
#54
The notes also say:
"Data from all sources can be brought into the XSI Mod Tool, including data from the commercial version of SOFTIMAGE"
Heres to hoping that I no longer need to convert my XSI 7 scenes to .XSI in order to import them into ModTool format.
03/04/2009 (1:40 pm)
Also, XSI ModTool was also updated to "Autodesk Softimage ModTool" and is now based on Softimage 7.5 instead of XSI 6.0.The notes also say:
"Data from all sources can be brought into the XSI Mod Tool, including data from the commercial version of SOFTIMAGE"
Heres to hoping that I no longer need to convert my XSI 7 scenes to .XSI in order to import them into ModTool format.
#55
03/04/2009 (2:10 pm)
hmm cool but is that updated ModTool have ice i have not used ice yet but i know i would want to for partial effects. i still don't see no ice in it till they made a mod version with ice i will stick with the full version of 7.0.
#56
03/04/2009 (2:48 pm)
Well, given that ModTool can only be used for non-commercial use, there is no way you could ever consider ModTool a replacement for the full commercial version of Softimage.
#57
I can get him into the pose of the first frame only if I export a dts with dsq and even then he just stands there and doesnt move.
03/04/2009 (8:58 pm)
I am still having difficulty with animations.I can get him into the pose of the first frame only if I export a dts with dsq and even then he just stands there and doesnt move.
#58
Send me your scene file and I will take a look at it.
03/05/2009 (7:39 am)
@Null: As I have exported 50+ animated DTS files, I can only assume that it is something setup related in your scene.Send me your scene file and I will take a look at it.
#60
03/06/2009 (7:47 pm)
@Null: Rename your sequence marker from "sequence_run1" to "sequence_run" the exporter is seeing the number at the end and trying to process it as a detail level.
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