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Home > Supported File Formats > Softimage|XSI to Unreal Engine


How to convert Softimage|XSI (.xsi) to Unreal Engine?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

Softimage|XSI

Softimage|3D and Softimage|XSI were two well known 3D animation systems written by Softimage Inc. of Montreal Canada. Autodesk eventually came to buy the company in 2008 and then kill off the software in 2014.

Okino had a very long standing relationship with Softimage and its software, having written the main import/export converters for both Softimage|3D and Softimage|XSI in the 1990s.

Conversion to/from Softimage|3D was done with the .hrc and .dsc file formats which are now considered obsolete. In simple terms, you would need to get a running version of Softimage|XSI v7.x on your Windows machine in order to read in older .hrc and .dsc files.

Conversion to/from Softimage|XSI was done with the .xsi v3 and v5 file formats which are still supported in Okino software.

     

Unreal Engine

Unreal Engine (UE) is a popular 3D computer graphics game engine developed by Epic Games. It is available as open source and is free to use until a title earns a specific dollar value in revenue.

Okino has long supported Unreal Engine as the first and main 3D conversion program to do so. In the simplest terms possible, conversion from Okino software to Unreal Engine is done via the FBX file format.

For those who may be unaware of Okino software, for over 30+ years we have been the pioneer 3D conversion company that wrote the rule book on how DCC, animation and MCAD data is to be cross-converted between all major 3D programs and file formats. Key uses of our software for Unreal users has been for the conversion of all major MCAD data formats into a highly optimized and efficient form for realtime usage within the Unreal Engine. We also invented the processes for animation + skinning/bones cross conversion so that is well supported for Unreal Engine. As a minor point of interest, Okino was also the very first implementor of the FBX file format as of 2002, long before Autodesk bought the bankruptcy assets of Alias Research and provided free access to the FBX SDK; hence, we provide highly reliable and robust FBX v5/v6/v7 support.