However, someone on another forum suggested we export linear FCurves instead of cubics. I already have a working 3Dstudio ASE importer and skeletal animation system) (I was hoping to let 3dStudio do this for me - this project is to upgrade existing 3Dstudio models While I sort-of understand what these represent, I can still find nothing on the Web that shows in any kind of detail the maths behind these and how to derive the bone matrices from them. What confused me at first was the cubic FCurves, with the mysterious left and right tangent values. (for anyone who’s interested, here are two tutorials on how to do this using the XSI FDK: I am building my own parser in Java and I don’t foresee any major problems there. I think I’m on top of grabbing the geometry etc from the dotXSI file. You need to decide what’s important, have a way to grab it and coordinate with your artists so that the whole procedure is as smooth as possible. It depends on what you need from the model, but generally no. Then you build the bone matrices, which is a little tricky to get right (you need to properly combine the current bone transformation, basepose transformation and everything above it in the whole skeletal hierarchy), but it’s not too much code.ĭoes something need to be done to the models in SI before exporting? It’s really simple, you just do an interpolation of the animated value (rot-x, pos-y, etc) based on the fcurve and the current time and you’re done. Except from some optimization (no-op FCurves, no-op keyframes), the exported data is exactly what you see in an SI_FCurve template: keyframes and their respective values (and interpolation values, if present for cubic curves).Īt runtime we use the fcurves to animate the bones. Then we get the XSI_Actions from the XSI_Mixer and export the SI_FCurves. From a dotXSI file we first grab the geometry, the skeleton (most importantly, root and joint basepose and SRT transforms) and the envelope weights/indices, and after some processing/optimization we write them to our custom files. It was simple to implement (the SDK docs are very helpful), although another option would be to implement a binding directly to their C++ SDK.įor skeletal animation we use XSI’s Actions. It supports all of the dotXSI v3.6 templates, which IIRC is what XSI 3.5 up to 4.2 export. We’ve built a full dotXSI parser for our project and we’re using it in our pipeline tools. Has anyone had any experience in extracting keyframed skeletal animation from a Softimage v4.2 dotXSI file?
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