Softimage XSI Mod Tool

Bioloid robot kit from Korean company Robotis; CM5 controller block, AX12 servos..
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Softimage XSI Mod Tool

Post by peterbrian » Wed Apr 30, 2008 5:32 pm

Post by peterbrian
Wed Apr 30, 2008 5:32 pm

I have been trying to make .X files for custom robots using Softimage's XSI 6 Mod Tool (which is free for use by hobbyists). I have figured out how to create the custom robot shapes in a format that the Motion editor can open, but so far have not been able to figure out how to enable joint motion in these files. It's something to do with the way I import the original directX file to XSI, or the way I create a new directX file from XSI. So far, I have not been able to import a Robotis .X file and re-export it (no editing) and have the joint motion work.

.X files are a microsoft format for 3D object rendering and animations, designed for use with DirectX and Direct3D drivers. It is a very flexible format, with a number of different ways of storing information. I suspect that my problem lies in incorrectly setting the options when I import and or export the direct X files from XSI. I have posted a request for more info on how the .X files have to be formatted to work with the motion editor on the Robotis Q&A page, but have not received an answer.

Does anyone know how the joint motion information is stored in the .X files ?

My last ditch effort would be to try to read one of the Robotis .X files using C++ routines in microsofts DirectX SDK, but I'd like to avoid going to that extreme.

Any suggestions would be welcome. If anyone else wants to try using XSI, I might be able to help.

Thanks

Peter :D
I have been trying to make .X files for custom robots using Softimage's XSI 6 Mod Tool (which is free for use by hobbyists). I have figured out how to create the custom robot shapes in a format that the Motion editor can open, but so far have not been able to figure out how to enable joint motion in these files. It's something to do with the way I import the original directX file to XSI, or the way I create a new directX file from XSI. So far, I have not been able to import a Robotis .X file and re-export it (no editing) and have the joint motion work.

.X files are a microsoft format for 3D object rendering and animations, designed for use with DirectX and Direct3D drivers. It is a very flexible format, with a number of different ways of storing information. I suspect that my problem lies in incorrectly setting the options when I import and or export the direct X files from XSI. I have posted a request for more info on how the .X files have to be formatted to work with the motion editor on the Robotis Q&A page, but have not received an answer.

Does anyone know how the joint motion information is stored in the .X files ?

My last ditch effort would be to try to read one of the Robotis .X files using C++ routines in microsofts DirectX SDK, but I'd like to avoid going to that extreme.

Any suggestions would be welcome. If anyone else wants to try using XSI, I might be able to help.

Thanks

Peter :D
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