How to convert XSI models to an editable X models

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BNG
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How to convert XSI models to an editable X models

Post by BNG »

Back and forth between the X and XSI formats. Please note that this tutorial is for an older version 1 XSI format used by a video game called, Battlezone II Combat Commander Tools you'll need are as follows:

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

2. Truespace 7.6/6.6 3d modeling package .

The process is relatively simple and requires only one 3DEX 1.5.5. XSI export setting to be unchecked: Save Materials has to be disabled or it will cause 3DEX to crash if you try to convert an XSI model to X format. To do this select a model from the Bzscrap XSI 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 tab, click it and then check the remove redundent keys box if you want to export the animation part of the XSI model, 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 the 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 the model in TS you can use the animation controls to play the model animation in the modeler workspace, and editing the animation as well.

You can edit the X model in TS 7.6/6.6 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 animated 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 BZII models this way including the ISDF Walker, and several other animated models. Also, the model will need to be remapped and textured as we didn't export the materials as mentioned earlier.

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 models 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 X model back to XSI again then open it in 3DEX, rename the model parts to conform to BZII parts naming 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 TS doesn't support; vertex animation could be used in the modeller as the X format does support it.

Here's a sample X model that I converted from the BZII XSI model pack to an animated X model file.
http://cid-380832c976843acb.skydrive.li ... E_skel.zip"