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}
|
+ -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
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
#142
O.K. I found the toshiba support website, but I can't figure out what exactly it is I need to upgrade... Do I need to change something called a driver modem? I don't know what to do now. I'm really behind on the project... I should have finished the turorials by now. I've already lost 2 weeks cause of this one stupid problem. Is there an easier way to make models in XSI Modtool without need to use those stupid shapes. If there is, I would love to know about it, cause I am starting to lose my patience.
06/16/2009 (9:05 am)
I have Windows Vista.O.K. I found the toshiba support website, but I can't figure out what exactly it is I need to upgrade... Do I need to change something called a driver modem? I don't know what to do now. I'm really behind on the project... I should have finished the turorials by now. I've already lost 2 weeks cause of this one stupid problem. Is there an easier way to make models in XSI Modtool without need to use those stupid shapes. If there is, I would love to know about it, cause I am starting to lose my patience.
#143
You need to figure out what graphic card is installed in your laptop. ATI? NVIDIA? INTEL? What version? If you figure out that its an NVIDIA card they have a tool on their web site that will detect what NVIDIA card you have and suggest a driver if there is one for you card. Otherwise they will direct you to your laptop manufacturers web site.
Did you try changing your graphics card settings? Try turning off some of your graphics card features or at least setting them to "Let the application choose" or how ever its worded in your graphics driver.
A while back I had an issue with weight painting in Softimage that was caused by my graphics driver. To fix it all I did was go into the NVIDA control panel and change the anti-alias setting to "Let the application choose" and it was fixed.
With my current video drivers I no longer have the issue. I am running an NVIDIA 8800 GTS in my laptop the latest laptop diver from the NVIDIA web site and I have no problems running Softimage.
06/16/2009 (9:25 am)
Well its hard to tell you how to fix your problem when you don't seem to know much about your computer. The issue is your graphics driver, you need to update it to a newer version, preferably one with less bugs. :)You need to figure out what graphic card is installed in your laptop. ATI? NVIDIA? INTEL? What version? If you figure out that its an NVIDIA card they have a tool on their web site that will detect what NVIDIA card you have and suggest a driver if there is one for you card. Otherwise they will direct you to your laptop manufacturers web site.
Did you try changing your graphics card settings? Try turning off some of your graphics card features or at least setting them to "Let the application choose" or how ever its worded in your graphics driver.
A while back I had an issue with weight painting in Softimage that was caused by my graphics driver. To fix it all I did was go into the NVIDA control panel and change the anti-alias setting to "Let the application choose" and it was fixed.
With my current video drivers I no longer have the issue. I am running an NVIDIA 8800 GTS in my laptop the latest laptop diver from the NVIDIA web site and I have no problems running Softimage.
#144
I am running on Mobile Intel(R) 4 series Express Chipset Family (that's waht my computer says my graphics card is)
I have not changed any of the graphics on the my laptop (unless changing the screensaver, wallpaper, and mouse pointer count), but I guess I can try that "Let the application choose" thing you mentioned.
I'm sorry I keep causing a problem.... I've never had this problem before or even had to worry about it.
06/16/2009 (11:59 am)
@ MattI am running on Mobile Intel(R) 4 series Express Chipset Family (that's waht my computer says my graphics card is)
I have not changed any of the graphics on the my laptop (unless changing the screensaver, wallpaper, and mouse pointer count), but I guess I can try that "Let the application choose" thing you mentioned.
I'm sorry I keep causing a problem.... I've never had this problem before or even had to worry about it.
#145
Talk about fast updating. :)
Faronics just released a new version of System Profiler today that supports
Windows Vista.
Please use the below links to access the appropriate installation file.
For 32-bit operating systems: http://www.faronics.com/exe/Faronics_SPS_32.exe
For 64-bit operating systems: http://www.faronics.com/exe/Faronics_SPS_64.exe
So there ya go for helping you get that info from your system. ;)
06/16/2009 (7:31 pm)
Michael I just got an email and that program mentioned above now has a vista version. Talk about fast updating. :)
Faronics just released a new version of System Profiler today that supports
Windows Vista.
Please use the below links to access the appropriate installation file.
For 32-bit operating systems: http://www.faronics.com/exe/Faronics_SPS_32.exe
For 64-bit operating systems: http://www.faronics.com/exe/Faronics_SPS_64.exe
So there ya go for helping you get that info from your system. ;)
#146
06/19/2009 (9:06 am)
question how do you export mulitple DTS files from the same scene using model containers since the bounds is still in the root and will have conflicts with the bounds for the other objects?
#147
06/19/2009 (9:24 am)
Think of each model container as a seperate scene. Each model container should have its own bounds object. So if you have 2-3 models containers each one should contain a seperate bounds mesh.
#148
IF you can get me going on all of this stuff I will be glad to make a series of Vimeo walkthrus but first I need to figure out how to get this working. how is that documentation going? BTW.
Hey you got a minute do you have MSN messenger or something so I can get this sorted out. then I can make tutorials this weekend.
MSN contact info is artofwar427 [at] hotmail [dot] com
06/19/2009 (9:46 am)
ok so I have to select a part of the model and the do quick setup. then I select the base01 and the bounds it created and then make a model container out of that. I'm then able to export that piece and all works out fine. the problem is if I select another piece and then try it it craps out and gives errors?IF you can get me going on all of this stuff I will be glad to make a series of Vimeo walkthrus but first I need to figure out how to get this working. how is that documentation going? BTW.
Hey you got a minute do you have MSN messenger or something so I can get this sorted out. then I can make tutorials this weekend.
MSN contact info is artofwar427 [at] hotmail [dot] com
#150
06/30/2009 (3:08 am)
Hi Matt - Quick question: In your example on the previous page please could you show/explain how the material should look if there is a normal map in addition to the diffuse texture? I have not been able to successfully export a DTS with more than 1 texture file and then import it into Torque X 3D (the diffuse always works but not the normal map).
#151
The reason why the diffuse material always works is that Torque has a fall back that if there is no material.cs for the DTS material it will look for an image with the same name as the material place holder in the DTS and load that in.
So to use a Normal Map with your material you will need to create a material.cs file for your material and add the appropriate markup to support the material layers that you would like to use. The other option is to use the new Material Editor that is in T3D, it is basically a visual interface for creating Materials for T3D and a nice time saver. There is a section in the T3D docs about working with the Material editor, its worth a read if you haven't yet.
06/30/2009 (8:04 am)
Materials in T3D are defined in the Material Definition or Material.cs file, which is a markup used to hold the material settings. The DTS its self only stores the name of the material place holder.The reason why the diffuse material always works is that Torque has a fall back that if there is no material.cs for the DTS material it will look for an image with the same name as the material place holder in the DTS and load that in.
So to use a Normal Map with your material you will need to create a material.cs file for your material and add the appropriate markup to support the material layers that you would like to use. The other option is to use the new Material Editor that is in T3D, it is basically a visual interface for creating Materials for T3D and a nice time saver. There is a section in the T3D docs about working with the Material editor, its worth a read if you haven't yet.
#152
I am also working on a tear off toolbar at the request of a few users. If you have other feature requests or problems let me know. The update should be available by this weekend.
07/01/2009 (2:03 pm)
I will be posting an updated DTS Utility later in the week that fixes/changes a bunch of things that I ran into while working on the tutorials for the exporter.- Quick setup now only adds the detail sizes to your mesh if you haven't added your own. This is nice when you have a bunch of meshes and have already set their detail sizes and want to use Quick Setup to save some time.
- If you start using model containers for objects in your scene, use of the Quick Setup will auto add additonal DTS shapes to Model Containers.
- The Billboard detail UI now has working defaults and sets limits that prevent you from entering values that would cause the exported DTS to crash Torque or ShowTool.
- Added an option to export all models in the scene as a seperate DTS objects. The name of the model container is used as the name of the exported DTS.
I am also working on a tear off toolbar at the request of a few users. If you have other feature requests or problems let me know. The update should be available by this weekend.
#153
07/02/2009 (6:52 am)
Having the exporter make a simple materials.cs file would be totally awesome. At least adding support for the normal map. Especially with the ho-key state that the material editor is in as of beta 3. "can't create a new material." Having it make the materials.cs with the diffuse and the normal maps defined would save you the trouble of having to right it by hand. Then once it is defined you can then use the material editor to modify it in T3D.
#154
I have used the default orc just to make sure everything is setup correctly. Here is my problems.
I am on a I7 Quadcore Intel CPU running at 2.6GHz, 12GB ram, I have Windows Vista Pro 64bit, My softimage is 7.5 64 and 32 bit versions.
Any other information you need just let me know.
Thanks in advance.
07/11/2009 (2:32 am)
Matt: Need some help with your exporter.I have used the default orc just to make sure everything is setup correctly. Here is my problems.
- When I export the mesh only. No changes to the scene. In the showtool the model with skeleton shows up face down. I suspect the file has a rotation set wrong in the file. The dwarf file exports correctly.
- I have tried to export DSQ files and I get an error. [// ERROR : Object doesn't support this property or method - [line 639 in C:\Users\Hivoltage\Autodesk\Softimage_7.5\Application\Plugins\xsi2dtsUtility.js] // ERROR : 2006-CUST-DTS_ExportDSQ - Unexpected failure.] I looked at the script and its looking for a custom property value or for some reason it is unable to assign a value to one.
- The dump.html file does not show any errors.
I am on a I7 Quadcore Intel CPU running at 2.6GHz, 12GB ram, I have Windows Vista Pro 64bit, My softimage is 7.5 64 and 32 bit versions.
Any other information you need just let me know.
Thanks in advance.
#155
1.) The orientation of the bounds object controls the orientation of the DTS shape exported from Softimage. This is handled by the dtsSDK automatically to make up for the difference in co-ordinate space systems used by Torque and a particular 3d modeling app. (For instance Torque is a Z up co-ordinate space while Softimage is a Y up co-ordinate space.
The bounds automation tool that is part of the DTS utility creates a bounds from the volume of your selection and then adds a padding amount to each axis (X,Y,Z) that you can define in the custom preferences for the utility. When the bounds object is created by the utility it also adjusts the center position and orientation of the bounds center to match the co-ordinate space for Torque.
If you click on the bounds and activate the transform tool and have it set to local you should see that the center of the bounds Z axis points up, Y points forward and X points to the left. If this is not the case you simply need to delete the bounds and use the utility to create a new one or you can manually adjust the center orientation by selecting the center filter and rotating it to the proper orientation. My guess is that the scene your are using is old or that your bounds was not created by the automation tool.
2.) The error you are referencing is happening because the custom property set in your scene root called "ExportDtsOptions" is from an older version of the exporter which didn't have the export DSQ options. To fix the issue you simply need to delete the custom property set "ExportDtsOptions" and then try to export again. Both the utility and the exporter check for the presence of this custom property set and if it is missing they create a new one.
3.) The dump file does not show any errors because in case 1 there is no error physically in the DTS, it just doesn't have your desired orientation. This is a scene setup issue not an exporter issue. In case 2 there is no error because the error is happening in the script for the automation utility before the exporter is even called.
If you have any further problems let me know and I can take a look at your scene files.
07/12/2009 (10:19 am)
@Stephen: Here are some answers to your questions/problems...1.) The orientation of the bounds object controls the orientation of the DTS shape exported from Softimage. This is handled by the dtsSDK automatically to make up for the difference in co-ordinate space systems used by Torque and a particular 3d modeling app. (For instance Torque is a Z up co-ordinate space while Softimage is a Y up co-ordinate space.
The bounds automation tool that is part of the DTS utility creates a bounds from the volume of your selection and then adds a padding amount to each axis (X,Y,Z) that you can define in the custom preferences for the utility. When the bounds object is created by the utility it also adjusts the center position and orientation of the bounds center to match the co-ordinate space for Torque.
If you click on the bounds and activate the transform tool and have it set to local you should see that the center of the bounds Z axis points up, Y points forward and X points to the left. If this is not the case you simply need to delete the bounds and use the utility to create a new one or you can manually adjust the center orientation by selecting the center filter and rotating it to the proper orientation. My guess is that the scene your are using is old or that your bounds was not created by the automation tool.
2.) The error you are referencing is happening because the custom property set in your scene root called "ExportDtsOptions" is from an older version of the exporter which didn't have the export DSQ options. To fix the issue you simply need to delete the custom property set "ExportDtsOptions" and then try to export again. Both the utility and the exporter check for the presence of this custom property set and if it is missing they create a new one.
3.) The dump file does not show any errors because in case 1 there is no error physically in the DTS, it just doesn't have your desired orientation. This is a scene setup issue not an exporter issue. In case 2 there is no error because the error is happening in the script for the automation utility before the exporter is even called.
If you have any further problems let me know and I can take a look at your scene files.
#156
Over the last few weeks I have been tweaking the UI to fix a few bugs and some usability issues I ran into while writing the documentation and tutorials for the Softimage exporter. The main docs themselves are weighing in at over 20 pages so far with no illustrations yet. Still 5-7 pages to go before I would call the text part of it complete.
I am also working on a set of written and video based tutorials that touch every feature of the DTS format and address various work flow tips and tricks. I am just about finished scripting the first 3 and should start recording them next week. I have a streaming video host setup and ready to serve so I would guess that in a couple of weeks the first round of stuff should be ready for preview.
Also, as if I dont have enough to do, I started playing with PhysX in T3D and I noticed that while Softimage uses the PhysX engine internally and supports all of the properties needed to build and test a simulation, it has no PhysX exporter to export the PhysX data.
So I did some research on the NxuStream XML format that the existing Max and Maya exporters create over the weekend and it should be really straight forward to write a PhysX exporter for Softimage/ModTool.
I spent a few hours looking for an exporter online and wasn't able to find one except for the Max and Maya ones. If anyone else knows of one for Softimage let me know. If not, after I am done with the Docs, that will be my next project.
07/13/2009 (11:34 am)
Here is a quick update on my progress with the documentation, tutorials and the updated exporter/utility.Over the last few weeks I have been tweaking the UI to fix a few bugs and some usability issues I ran into while writing the documentation and tutorials for the Softimage exporter. The main docs themselves are weighing in at over 20 pages so far with no illustrations yet. Still 5-7 pages to go before I would call the text part of it complete.
I am also working on a set of written and video based tutorials that touch every feature of the DTS format and address various work flow tips and tricks. I am just about finished scripting the first 3 and should start recording them next week. I have a streaming video host setup and ready to serve so I would guess that in a couple of weeks the first round of stuff should be ready for preview.
Also, as if I dont have enough to do, I started playing with PhysX in T3D and I noticed that while Softimage uses the PhysX engine internally and supports all of the properties needed to build and test a simulation, it has no PhysX exporter to export the PhysX data.
So I did some research on the NxuStream XML format that the existing Max and Maya exporters create over the weekend and it should be really straight forward to write a PhysX exporter for Softimage/ModTool.
I spent a few hours looking for an exporter online and wasn't able to find one except for the Max and Maya ones. If anyone else knows of one for Softimage let me know. If not, after I am done with the Docs, that will be my next project.
#157
developer.nvidia.com/object/physx_downloads.html
near the bottom
But yeah I found stuff saying if you creating game content go look at this page in the documentation but then there is no information there.
07/13/2009 (12:20 pm)
That is very odd since the Nvidia website says that the PhysX exporter is built into Softimage and that only Maya and Max users need the PhysX exporter.developer.nvidia.com/object/physx_downloads.html
near the bottom
But yeah I found stuff saying if you creating game content go look at this page in the documentation but then there is no information there.
#158
This means that you can work with the PhysX engine in Softimage but there is no built in way to export the data. Pretty much everything that is needed to do it is there so its odd they went just short of doing so.
07/13/2009 (12:45 pm)
The "PhysX plugin" is built in yes, but there is no "PhysX exporter", or at least not one that I have been able to find. I looked a bit online and other posts seemed to confirm this as well. I agree it seems odd.This means that you can work with the PhysX engine in Softimage but there is no built in way to export the data. Pretty much everything that is needed to do it is there so its odd they went just short of doing so.
#159
07/13/2009 (1:12 pm)
yeah seeing how Autodesk is Nvidia's biggest single customer with Mental Ray I surprised the don't put the lean on them and get them to have feature parity
#160
07/14/2009 (11:40 pm)
Found the problem. The .cfg files were preventing me from exporting DSQ files. I will have to see why and do more experiments. Also you cannot use the main menu to export the DSQ. You have to use the custom properties from the scene root.
Torque 3D Owner Stephen Cook
If your not on Vista then
Go here:
http://www.faronics.com/html/SysProfiler.asp
Get that application.
after you run it you will be able to know everything your laptop has in it.
Works for windows XP and older versions only.
If all else you can view what your video card is in the device manager.
Google it and you will find it.