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View Full Version : Animation biped from 3d max9 to vizard 3.0


Sjaak
01-28-2010, 01:39 AM
Hai,

I want to export an animation from 3dmax 9 to Vizard. I saw that I need a CAL3D plugin. But this plugin doesn't work for 3dmax 2009.

How can I solve this problem?

kind regards,
Sjaak Verwaaijen

Jeff
01-29-2010, 01:50 PM
Did you download the Cal3D exporter from our site? Do you get an error when trying to run the installer?

Sjaak
02-22-2010, 05:02 AM
He Jeff,

I use a plugin from the Vizardwebsite.

The problem is that everything goes ok within 3dmax (skeleton, mesh & animation) but in Vizard it goes wrong.

When we use script animation in Vizard we see a wrong mesh. But it is moving.

When we run Vizard with the animation (we don't see the avatar in the world) we don't see anything.

So do you have a clue?

Here is the code we use.
-----------------------
avatar = viz.add('Avatars/Female2/F_Avatar.cfg')


ground= viz.add("Objects/plane.obj")
groundMap = viz.addTexture("Textures/dirt.jpg")
ground.texture(groundMap)

sky = viz.add("Objects/Sky.obj")
skyMap = viz.addTexture("Textures/SkyMap.tga")
sky.texture(skyMap)

class MyEventClass(viz.EventClass):
def __init__(self):
viz.EventClass.__init__(self)
self.callback(viz.KEYDOWN_EVENT,self.onKeyDown)

def onKeyDown(self,key):
pass

MyEventClass()

def SetPositions():
sky.setPosition(0,-5,0)
ground.setPosition(0,0,0)
cave.caveorigin.setPosition(0, 2, 0)
avatar.setPosition(0,1,4)
avatar.lookat(0,0,0)
-----------------------
Kind regards,
Sjaak