How to convert X and XSI models back and forth.

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BNG
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How to convert X and XSI models back and forth.

Post by BNG »

Tools you'll need are as follows:

1. A working copy of 3DEX 1.5.5. do a web search to locate it.

2. A 3d modeling package that supports editing Directx model files like GSL or TS 7.6. Blender, may work but I have not nor will I probably ever test this one out as I basically don't know how to use Blender to save my @$$.

3. Notepad or other ASCII text based editor.

The process is relatively simple and requires only one XSI export setting to be unchecked: save materials has to be disabled as it will cause 3DEX to crash if you try to convert an XSI model to X format. To do this select a XSI model from the Bzscrap model pack to convert, right click the model and select convert>geometry files. Then select the DirectX export box in the drop down box. Now click settings and uncheck save materials. Now on the common animation properties, click it and then check the remove redundent keys box if you want to also export the animation part of the XSI file, and then click okay to close the dialog box, and then click okay on the export dialog box to convert the XSI model to X. Depending on folder you saved the converted file to you can play the animation on the X model by clicking the play control in 3DEX. If you open it in GSL or TS 7.6 you can use the animation controls to play the model animation in the modeller workspace.

You can edit the X model in GSL or TS 7.6 by opening the modeler, clicking on the Truespace 6 box to load TS 6.6, then selecting load>object>the folder you saved your model to and double clicking the model name. If you converted an ainimated model you can play the animation in TS by clicking on the play controls usually located near the top of the modeler workspace; it's icon is a right facing red triangle. I converted several models this way including the ISDF walker, and several other animated models. I recommend that you use TS 7.6 as GSL won't let you save a model with more then 650 faces; TS has no preset limit.

When you're done editing the model then save it as X and make sure the export animation box is checked by default; non-animated will export with the same setting. Select the desination folder to your BZII addon folder to make things easier later on.

If you want to convert the model back to XSI again then open it in 3DEX, rename the model parts to conform to BZII parts name standards, i.e., hp_whatever minus the annoying -whatever in the file name and then hit file>save as>Softimage XSI. In the export options put a check on Texture coordinates, Save materials, Save normals, Export animation,. Then hit OK. The models do appear to work along with any animation. The exception is SI_Envelope animation which both GSL and TS don't support; vertex animation would be used in the modeller as the X format does not support it. morph animation can be done in both GSL and TS.

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