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- Xsi Mod Tool 7.5 Downloads
- Xsi Mod Tool 7.5 Download Free
- Xsi Mod Tool 7.5 Download Full
- Xsi Mod Tool 7.5 Downloadd
by Chad Day· in Artist Corner· 04/17/2009 (8:14 am) · 24 replies Fishy on me mp3 download free.
Autodesk® Softimage® Mod Tool software (formerly XSI Mod Tool) is a free* 3D modeling and animation package for creating non-commercial games and 'modding' (modifying games). Softimage Mod Tool 7.5 is based on the same professional toolset found in Autodesk® Softimage® 7.5 software, used by game developers to create 3D characters, levels, props and animation. Game developers can use Softimage Mod Tool to help extend the life of games and recruit talent with a modding community.
Mod Tool 7.5 has been released.
More information and free download can be found here..
www.softimage.com/products/modtool/default.aspx
Mod Tool 7.5 has been released.
More information and free download can be found here..
www.softimage.com/products/modtool/default.aspx
Autodesk Softimage Mod Tool Pro 7.5 software is functionally identical to the Mod Tool, but has an End User License Agreement that allows users to produce assets for games sold via Microsoft’s Xbox Live Community Games. Autodesk Softimage Mod Tool Pro 7.5 is available only with Microsoft’s XNA Creator’s Club Premium membership. Softimage Mod Tool 7.5 can export 3D models and animation for use with the Microsoft XNA Game Studio 3 framework. Fledgling or independent game developers now have access to a professional tool set for creating original games on the Microsoft Xbox console or Windows platform.Users can also download add-ons for content export to Crytek CryENGINE. Enables obj exporting in Modtool 7.5 (Drag and drop the ExportObj.xsiaddon into a viewport and restart to install). Free for Non-Commercial Game Creation and Modding- Autodesk Softimage Mod Tool 7.5 is free to download either from ModDB or autodesk.com/softimage For aspiring game artists– Softimage Mod Tool 7.5 is tailored for aspiring game artists to get started with professional tools to help create 3D characters, props, levels and animation for games. Kkl vag com 409.1 driver windows 8.1.
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04/18/2009 (11:57 pm)
wow it came with ICE many thought it would not. :P 06/22/2009 (6:26 pm)
Now can we have some kind of smooth and commplete way to use this in TX3D? Something that will support animation, textures, shading and everything? 06/22/2009 (6:39 pm)
@Tony: There are already 2 distinct ways to do exactly what you ask for. The First is the Softimage DTS exporter located here. The second is the COLLADA pipeline that is built into T3D. 06/22/2009 (11:00 pm)
I will have to give this a try. My post was actually referring to the fact that TX3D comes with a T3DXSIRenderComponent, but that component doesn't support everything or I did something wrong because I could not find any good documentation. I get an exception when that component tries to render my xsi object. Something about XNABasicEffect not loading. I am pretty sure this is because I used the phong.fx effect and don't know how to set that up properly.I will give you exporter a try on my same object and see what happens and let you know. If I created my object using 'standard' XSI methods where I have a COG null and XNA model and such, do you have a tutorial on renaming everything to work with the exporter?
06/22/2009 (11:05 pm)
Hmm, I just tried to download and it looks like your site is down. I went to the link and got error 500. I tried to simply go to http://www.darkindustries.com/ and got the http 500 error as well. Let me know when the site is back up please. :-) 06/23/2009 (7:25 am)
I was able to download this morning. The export tool looks great.Before I commit to XSI and the export tool can you tell me something about the Collada pipeline that you mentioned? I am using Torque X 3D and just want the easiest path to make simple, but good looking models. I have some modelling experience and have released a couple of games for xBox Community Games with XNA with 3D models in them. I did the first with blender and the second with XSI ModTool.
Now I want to use TX3D and am trying to get the shortest path to modelling for it. I also don't have a lot of money to spend so can't buy expensive tools.
06/23/2009 (8:04 am)
I am currently working on the documentation for the exporter which should be avialable in the next few weeks.I see now that you are actually working with Torque X 3D and not Torque 3D which is what I though originally, that is why I mentioned COLLADA. (it was late and I didnt see the X) As far as I know the COLLADA pipeline is not in Torque X or at least not yet. (Probably because its not finished yet.) My best guess is that at some point it will make it into all of the Torque Engines, but at this point its only in the Torque 3D early adopter.
Are you using Softimage ModTool 6 or 7.5? If you are using ModTool 6 for XNA do you have the XNA exporter installed for Softimage? If not its available from the softimage website here. ModTool 7.5 comes with the latest version of the XNA exporter installed by deault.
Xsi Mod Tool 7.5 Downloads
One thing to note about Softimage ModTool 7.5 is that if you have a XNA creators club Premium Membership you can download Softimage ModTool 7.5 'Pro' for free, which can be used to make content for commercial games built with XNA. ModTool 6 and ModTool 7.5 (non pro) are for non-commercial use only.)06/23/2009 (8:13 am)
I know how it is when it is late, believe me :-).Thank you for all the time and effort you put into this stuff. It really helps people like me who just want to get to the game and not spend so much time on the art.
![7.5 7.5](/uploads/1/3/4/8/134818098/525342024.jpg)
The problem is that I now want to use Torque X 3D and the XSI support in that is not great. Everything talks about DTS, so I figure go with the flow.
What do you recommend as the easy / simple path? I need models with anims and textures. I have done anims in XSI just using nulls and bones and textures using the UV stuff. I am no expert, but have made a couple models and render them in game. The problem is that the render method I used will not work the TX3D as far as I know because I have my own game object and it is not the same as theirs. I would rather use 'stock' TX3D methods and tools if possible.
06/23/2009 (9:46 am)
If you are planning on using 'stock' Torque Content methods DTS is currently the path you'll want to go.The Softimage DTS exporter that I posted above is presently the best way to create DTS content via the Softimage Tools. To install the exporter and its automation utility read this post in the Softimage DTS exporter thread. It is a bit more work to install the Softimage DTS exporter in ModTool because the SDK command to auto register custom preferences doesnt work in ModTool so you have to install them manually. If you follow the instructions in this post, it should get you up and running.
Once you have the exporter installed correctly, you can pretty much just select your object in Softimage/ModTool and go to the Torque Menu in the top menu and choose the option 'Quick Setup'. This will create all of the needed setup to export your object to DTS. You can then export your object to DTS via the Torque menu or via the File->Export->DTS..
Characters or objects with skeletal animation require a slighty different setup than simple objects. This will be covered in the docs that I am working on.
All Animated objects require an additonal step, the creation of a sequence marker that tells the exporter which frames of animaion to use for a particular named animation sequence that can be played in engine. Sequences are created via the Sequences section of the Torque Menu.
Xsi Mod Tool 7.5 Download Free
Xsi Mod Tool 7.5 Download Full
If you have any questions or problems feel free to ask.06/23/2009 (10:06 am)
This is awesome. I did get the tool all installed thanks to all the posts on this forum. It seems to work. I was able to load the ogre and export him. There was no texture, but I am not sure there was supposed to be or maybe I had a wrong path.I will use this method. I am looking forward to the animation docs because I will need that soon. I will try loading my current object and use the quick setup and let you know how it goes.
06/23/2009 (10:24 am)
Hmmm, I loaded my scene and ran the quick setup. I then tried to export and XSI crashes. I tried several times and it crashes each time. I will email you the file if you don't mind taking a look. 06/23/2009 (10:34 am)
Sure send me your scene, my email is on my profile. Also in the main DTS exporter topic there is a post that lists known things that will crash the exporter. 06/23/2009 (11:47 am)
There are a few things in your scene that need to be be corrected for your objects to export properly. I will email you the corrected file and an exported DTS.One issue is that you are using realtime DirectX materials. The exporter uses standard XSI materials and not realtime ones. I corrected your materials in your scene.
The other issue is that your two main mesh objects are in model containers. This is fine but your DTS setup needs to be inside the model container. This is because each model container is considered a seperate scene root. Because of this in the exporter dialog you need to choose which model that you would like to export.
It looks like you selected the model and clicked quick setup, what you need to do instead in select the objects inside the plane model and then click Quick Setup. I corrected this in your scene as well.
After I corrected those two issues I was able to export the plane to DTS properly with out crashing Softimage. The exported DTS is included with the files as well.
06/23/2009 (12:28 pm)
Thank you, Matt. You are awesome!I am curious about something. I used the DX materials because that is what the XNA tutorial said to do in order to use the model with XNA. I assume that the way you changed it to will work with XNA just as well..you wouldn't happen to have a different tutorial that would show me how to use XSI materials that work with DTS would you?
All I want to be able to do is UV wrap a texture, export a template texture, paint on that template and then assign it back into the model. As I said the tutorial I followed in order to do the above was specific to using DX materials, so that is all I know.
06/23/2009 (12:35 pm)
I just looked at the model in the ShowTool. It looks cool! Thanks.The next thing I will want to do with this model is animate it. Specifically I already have an animation for the propeller in the XSI. I look forward to your tutorial on how to make it work in the DTS and then in TX3D..you wouldn't happen to have an ETA on the tut would you?
06/23/2009 (9:09 pm)
@Matt: I just wanted to let you know that I successfully put that airplane model into my game. It was easy because I already had everything else working with a different DTS model so once you got the file right I just changed the name and it worked.Now I just need to figure out how to do animation and how to do materials right and I will be set for model making.
Thanks a ton for all the help and future help ;-)
06/24/2009 (10:19 am)
well, basic object animation is pretty pretty straight forward. Based off your plane scene you would probably want to make the prop a seperate object and then just keyframe animate it to rotate.After your animation is ready, go to the Torque menu and then the Sequences sub menu and click on 'Add Sequence'. In the sequence dialog give your sequence a name and set the start and end frames to the keyframe range of your animation.
If you export the plane to DTS and load it into ShowTool you should see the new sequence that you created. If you play the animation you should see the same animation that you created in Softimage.
For skeletal animation to process is a bit more involved, it is covered in my tutorials which should be partially available next week.
For materials instead of using the DirectX shaders use the normal XSI materails, Add an Illumination shader, such as lambert, phong or blinn. Then add an image node and adjust the image clip to point to your texture file. Take a look at the texture in the corrected scene that I sent you.
![7.5 7.5](/uploads/1/3/4/8/134818098/598178533.jpg)
The UV mapping process is the same as you have alread done the only difference is that type of shader nodes that you need to use. Hope that helps, again more info will be available when the docs are posted.
Let me know if you run into any specific problems or have additional questions.
06/24/2009 (5:32 pm)
Currently my airplane prop and shaft are part of the main airplane mesh, but the way I designed them was so that they are not attached to any of the main plane vertecies. My animation bones are attached only to the prop and shaft vertecies. Will this work or should I split the vertices completely?I will check out the materials and see if I can see the difference and let you know..
Xsi Mod Tool 7.5 Downloadd
06/24/2009 (6:08 pm)
Regarding the airplane prop, you could skin the plane mesh and rotate the bones to make the prop rotate, but in my opinion it is a bit overkill for such a simple animation.If you go the skined mesh route the scene setup is a bit different than if you go the animated object route. For skeletal animation the IK chain/skeleton is attached to the 'start01' node and the detail meshes sit in the root of the 'scene_root' or your model container. This is an example of an IK based DTS setup for your reference.
06/24/2009 (7:12 pm)
I just came upon a question about axis rotation. I am rotating my airplane about its Z axis (down the middle from front to back in case I am not using the right axis).The problem is that it seems like the center is off. It is rotating as if the center is even with the wheels instead of the center of the airplane. I looked in XSI and all of the nulls are along the center, so I am not sure what is wrong. Can you help?
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