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}
|
+ -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
#122
Matt - What is the best way to get you samples / reports for testing on your end?
FYI: I am using Beta 2.4 with XSI 7.01
06/02/2009 (3:03 pm)
I was able to get a simple vehicle exporting and working in Torque3D. However, when I tried to do the same thing with a more complicated model the exporter crashes every time.Matt - What is the best way to get you samples / reports for testing on your end?
FYI: I am using Beta 2.4 with XSI 7.01
#123
Best way to provide me with a smaple scene is to either email me and attach an XSI scene file or email me a link to a zip file if the file is too big for email. Include textures if possible.
My email address is on my profile.
06/02/2009 (7:01 pm)
@Jerod: my guess is that it is material related. See my list if things that will crash the exporter a few posts back.Best way to provide me with a smaple scene is to either email me and attach an XSI scene file or email me a link to a zip file if the file is too big for email. Include textures if possible.
My email address is on my profile.
#124

There were actually no problems with the scene setup wise, the problem is actually a result of the per mesh poly limits in the TGE/TGEA version of DTS. These limits have been removed from the updated DTS version in Torque 3D using the COLLADA pipline.
I just added a poly reduction operator to the Truck mesh and brought the poly count down to around 9k polys. (It was 12k-13k in your scene.) I believe the limit is around 9-10k polys per mesh in the dts file.
You could also break the mesh into seperate objects in the scene, things that are purely for decoration/ close up could be setup as detail levels that are only visible when the camera is close to the object. The main truck mesh is pretty clean its all the details that drive up the poly count
As soon as the DTS SDK is updated for Torque 3D I will compile an updated exporter for Torque 3D. Till then you can always use the COLLADA pipline to bypass the issue. Or keep the polys below 10k per mesh.
Let me know if you have any other questions or problems.
06/05/2009 (8:56 pm)
@Jerod: I was able to get your scene to export properly, here is a screen capture for reference.
There were actually no problems with the scene setup wise, the problem is actually a result of the per mesh poly limits in the TGE/TGEA version of DTS. These limits have been removed from the updated DTS version in Torque 3D using the COLLADA pipline.
I just added a poly reduction operator to the Truck mesh and brought the poly count down to around 9k polys. (It was 12k-13k in your scene.) I believe the limit is around 9-10k polys per mesh in the dts file.
You could also break the mesh into seperate objects in the scene, things that are purely for decoration/ close up could be setup as detail levels that are only visible when the camera is close to the object. The main truck mesh is pretty clean its all the details that drive up the poly count
As soon as the DTS SDK is updated for Torque 3D I will compile an updated exporter for Torque 3D. Till then you can always use the COLLADA pipline to bypass the issue. Or keep the polys below 10k per mesh.
Let me know if you have any other questions or problems.
#125
06/08/2009 (8:27 am)
close, the limit is 11K is TGEA. "DTS" At least that is what I was told int he collada beta.
#126
I look forward to you being able to update the exporter.
06/08/2009 (4:37 pm)
@Matt Thanks for the info. Since we are only part of the Torque3D beta, we were unaware of the previous limits and didn't think to check for it.I look forward to you being able to update the exporter.
#127
R6025
-pure virtual function call
It says its some kind of runtime error. What does it mean? I haven't added any of the Torque stuff yet, so I know that isn't the problem. Please, can anyone help? I have a project I am doing over the summer, and its at a standstill until I get mod tool working properly. if someone can help I would really be thankful.
06/09/2009 (10:03 am)
hey guys and gals. listen, I seem to have a problem. I have mod tool on my laptop and have been trying to do the tutorials. but for some reason whenever I try to make an object and change its size or one of its U or V numbers, it either doesn't work( as with the resizing) or makes it break apart or somthing like that (as with the U and V numbers) and just now, when I closed it down, it gave me this error message:R6025
-pure virtual function call
It says its some kind of runtime error. What does it mean? I haven't added any of the Torque stuff yet, so I know that isn't the problem. Please, can anyone help? I have a project I am doing over the summer, and its at a standstill until I get mod tool working properly. if someone can help I would really be thankful.
#128
I would start by updating your graphics driver on your laptop and if the latest version has the same issue try going back through previous versions and see if one of them corrects the issue.
You can also try turning off some of your graphics cards features as they might be causing problems. With non-certified drivers and video cards forceing things like anti-aliasing can cause display errors and bugs. Go into the driver settings and try setting some of the features to "Let the application decide" rather than forcing them to be on.
In my experience laptop graphics drivers are horribly buggy because they are often customized by the laptop manufacture to support the special features of a particular laptop. As a result depending on the vendor the quality of drivers can vary drastically.
Do you know what graphics card your laptop has?
06/09/2009 (10:32 am)
It is probably a graphics driver issue that is causing the geometry to draw incorrectly. The same driver issue is then contributing to a C++ runtime error.I would start by updating your graphics driver on your laptop and if the latest version has the same issue try going back through previous versions and see if one of them corrects the issue.
You can also try turning off some of your graphics cards features as they might be causing problems. With non-certified drivers and video cards forceing things like anti-aliasing can cause display errors and bugs. Go into the driver settings and try setting some of the features to "Let the application decide" rather than forcing them to be on.
In my experience laptop graphics drivers are horribly buggy because they are often customized by the laptop manufacture to support the special features of a particular laptop. As a result depending on the vendor the quality of drivers can vary drastically.
Do you know what graphics card your laptop has?
#129
If you have a nvidia chip and have the knowledge there is a site called www.laptopvideo2go.com They always have the latest nvidia drivers and most often will have a custom inf file to make it work with a broader ranger of GPUs. I have found this to be very helpful at time since the official answer from Softimage support is alway make sure you have the absolute newest driver. Well 90% of the time the laptops are alway 5-6 revision behind the standard desktop drive. usually this is just because the vender is to lazy or doesn't have the resources to test the latest driver and then customize the inf and release the driver.
06/09/2009 (1:31 pm)
Also vendors vary rarley update them if ever. If you have a nvidia chip and have the knowledge there is a site called www.laptopvideo2go.com They always have the latest nvidia drivers and most often will have a custom inf file to make it work with a broader ranger of GPUs. I have found this to be very helpful at time since the official answer from Softimage support is alway make sure you have the absolute newest driver. Well 90% of the time the laptops are alway 5-6 revision behind the standard desktop drive. usually this is just because the vender is to lazy or doesn't have the resources to test the latest driver and then customize the inf and release the driver.
#130
No, sadly I don't. But my type of laptop is a Toshiba if that helps in any way.
How do I find out what kind of graphics card I have (without needing to rip open my new laptop, I mean.).
06/11/2009 (8:09 am)
@MattNo, sadly I don't. But my type of laptop is a Toshiba if that helps in any way.
How do I find out what kind of graphics card I have (without needing to rip open my new laptop, I mean.).
#131
How can I find out if I have a nvidia chip (and I don't have the knowledge, so I would like to find that to.)?
06/11/2009 (8:13 am)
@ JamesHow can I find out if I have a nvidia chip (and I don't have the knowledge, so I would like to find that to.)?
#132
06/11/2009 (8:51 am)
what operating system are you using?
#133
06/11/2009 (10:02 am)
so does the map to have to be done from the material name or the shader node name "the blinn or phong node"?
#134
If you are using Windows there a few ways of getting that info.
You can open up the Windows Control Panel (there is a link available when you click on the Start button on the left of the task bar). When you have the Control Panel open, if you have an Nvidia card there should be a "Nvidia Control Panel" item. Open that up and in the Nvidia Control Panel there should be a link in the lower left (it may be in a different place on different versions of this control panel) called "System Information".
Click on that and it should tell you what card you have, e.g. GeForce 6200 (or some other number), and also what driver version you have.
Instead of this route ( if you don't find an Nvidia or ATI or someother graphic card control panel in Windows Control Panel ) you can right-click on the My Computer icon and choose "properties" then on the System Properties box which pops up choose the "Hardware" tab and then click on "Device Manager"; then open up the "Display adapters" section and it should give the name of your graphics card. Double click on that name and you can find out the driver version and other information.
06/11/2009 (10:57 am)
@MichaelIf you are using Windows there a few ways of getting that info.
You can open up the Windows Control Panel (there is a link available when you click on the Start button on the left of the task bar). When you have the Control Panel open, if you have an Nvidia card there should be a "Nvidia Control Panel" item. Open that up and in the Nvidia Control Panel there should be a link in the lower left (it may be in a different place on different versions of this control panel) called "System Information".
Click on that and it should tell you what card you have, e.g. GeForce 6200 (or some other number), and also what driver version you have.
Instead of this route ( if you don't find an Nvidia or ATI or someother graphic card control panel in Windows Control Panel ) you can right-click on the My Computer icon and choose "properties" then on the System Properties box which pops up choose the "Hardware" tab and then click on "Device Manager"; then open up the "Display adapters" section and it should give the name of your graphics card. Double click on that name and you can find out the driver version and other information.
#135
06/11/2009 (11:16 am)
O.K......lets see.........ah-ha! It says the version is 7.15.10.1502. I don't know if this means anything, but the driver date is 6/12/2008. I hope that helps at all. I don't see a Nvidia Control Panel though.
#136

First the exporter looks at the shader tree for an image node that is attached to an illumination node. This image node should have a clip node attached to it. The exporter will get the file name from this clip node and set the DTS material name to the file name of the image with its file extension removed. In this example the DTS material name would end up "army_truck".
If for some reason there is no image node in the shader tree the exporter will fallback to the name of the material applied to the mesh object. In this example if there was no image node the DTS material name would end up "Material".
06/11/2009 (11:21 am)
The image below attempts to explain how the exporter looks for the DTS material name in Softimage. It does so using one of the following 2 ways.
First the exporter looks at the shader tree for an image node that is attached to an illumination node. This image node should have a clip node attached to it. The exporter will get the file name from this clip node and set the DTS material name to the file name of the image with its file extension removed. In this example the DTS material name would end up "army_truck".
If for some reason there is no image node in the shader tree the exporter will fallback to the name of the material applied to the mesh object. In this example if there was no image node the DTS material name would end up "Material".
#137
Because it appears you don't have an Nvidia card but perhaps a Mobile Intel 4 series card. Is that what the device manager says it is?
You'll probably need to go to a Toshiba support site to see if they have an updated driver, although 6/12/2008 doesn't seem that long ago.
06/11/2009 (12:14 pm)
Quote:I don't see a Nvidia Control Panel though
Because it appears you don't have an Nvidia card but perhaps a Mobile Intel 4 series card. Is that what the device manager says it is?
You'll probably need to go to a Toshiba support site to see if they have an updated driver, although 6/12/2008 doesn't seem that long ago.
#139
sooooooooooo.....now what do I do?
06/13/2009 (1:53 pm)
I tried to go to Toshiba's customer support website and guess what? They seem to have absolutlly no idea what softimage even is.sooooooooooo.....now what do I do?
#140
06/13/2009 (1:56 pm)
Oh, wait....... ignore that last post..... I misread Gerry's comment.... I should have looked for a updated drive for my computer. that was my bad. sorry.
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