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#1
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Problems with avatars facial expressions exported with Cal3D
Hi all,
I am working with the Vizard Complete Characters library and I would like to import into vizard an avatar with a painful facial expression. I modeled this expression in 3DS max and exported it following the instructions of the CAL3D tutorial but I had the strange results you see in the attached screenshots. Furthermore vizard sends me this error: Code:
Loading File: casual02_m_highpoly_Expressions/casual02_m_highpoly_painful.cfg ** WARNING: Failed to load animation file: male_high_pain.CAF Warning: Material::setShininess() of 6400 is above permitted maximum, clampping to 128. Warning: Material::setShininess() of 6400 is above permitted maximum, clampping to 128. ** Load Time: 0.12 seconds Could you please tell me where is the error? Here's the source code: Code:
import viz import vizact viz.go() viz.MainView.setPosition( 0, 1.5, 0 ) av_painful = viz.add('casual02_m_highpoly_Expressions/casual02_m_highpoly_painful.cfg', pos=( 0, 0, 1.5 ), euler=(180,0,0)) neutral = vizact.morphTo( 0, 0, 1 ) pain = vizact.morphTo( 0, 1, 1 ) wait = vizact.waittime(vizact.randfloat(1,5)) action = vizact.sequence( wait, neutral, pain, viz.FOREVER ) av_painful.addAction(action) Code:
################################################ # # Cal3d cfg File # ################################################ scale=0.01 flip_texture = 1 ################# Skeleton ################# skeleton=male_high_Skeleton.CSF ################# Meshes ################# mesh=casual02_m_highpoly.CMF morph=casual02_m_highpoly_pain.CMF mesh=casual02_m_highpoly01.CMF ################# Animations ################# animation=male_high_pain.CAF ################# Materials ################# material=casual02_m_highpoly.CRF material=casual02_m_highpoly01.CRF thank you very much, armo |
#2
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Make sure the number of vertices in the morph mesh matches the number of vertices in the base mesh. Also the materials need to have "[number]" at the end of their names in Max. This is explained at the beginning of the of the exporting section in part 4:
http://download.gna.org/cal3d/docume.../tutorial.html I'll put together a small knowledge base article in the next few days with some guidelines for setting up and exporting the morph targets. |
#3
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Dear Jeff
Excuse me for resuming this post after so long, but I am still having some problems in getting the entire exporting process correct, particularly in the material files loading. I have attached the result of my modified avatar when I load it in vizard. The texture of the face still doesn't show (everything else works fine: equal number of vertices, bones, animations and morphs). Here's the sequence of steps that I make when I export materials: 1-I open the material editor in 3ds MAX and rename the body texture as "body[0]" and the hair_transparent as "hair_transparent[1]" 2-I open the export command, choose .CRF format, name it "casual02_m_highpoly.CRF" and choose "body[0]" in step 1, and then "casual02_m_25.tga" in step 2 3- I make the same sequence for "casual02_m_highpoly01.CRF" and "hair_trasparent[1]", but this time I never find any .tga file in step 2 below is the .cfg file Code:
################################################ # # Cal3d cfg File # ################################################ scale=0.01 flip_texture = 1 ################# Skeleton ################# skeleton=male_high_happy_Skeleton.CSF ################# Meshes ################# mesh=casual02_m_highpoly.CMF morph=casual02_m_highpoly_blink.CMF morph=casual02_m_highpoly_ebrow.CMF morph=casual02_m_highpoly_talk.CMF morph=casual02_m_highpoly_happy.CMF mesh=casual02_m_highpoly01.CMF ################# Animations ################# animation=male_high_basepose.CAF animation=male_high_beatenup.CAF animation=male_high_breakdown1.CAF animation=male_high_breakdown2.CAF animation=male_high_cheer.CAF animation=male_high_claphands.CAF animation=male_high_dance.CAF animation=male_high_drivecar.CAF animation=male_high_drivemotorbike.CAF animation=male_high_drown.CAF animation=male_high_duck.CAF animation=male_high_eatsitting.CAF animation=male_high_fight.CAF animation=male_high_holdpistol.CAF animation=male_high_idle1.CAF animation=male_high_idle2.CAF animation=male_high_idledrunk.CAF animation=male_high_idlewall.CAF animation=male_high_jumpforward.CAF animation=male_high_lierelaxed1.CAF animation=male_high_lierelaxed2.CAF animation=male_high_listen.CAF animation=male_high_lookaround.CAF animation=male_high_manipulate.CAF animation=male_high_pickup.CAF animation=male_high_putitem.CAF animation=male_high_run.CAF animation=male_high_runcarry.CAF animation=male_high_shoot.CAF animation=male_high_shout.CAF animation=male_high_sitground.CAF animation=male_high_sitidle.CAF animation=male_high_skate.CAF animation=male_high_stairs_down.CAF animation=male_high_stairs_up.CAF animation=male_high_strafeleft.CAF animation=male_high_straferight.CAF animation=male_high_swim.CAF animation=male_high_talk1.CAF animation=male_high_talk2.CAF animation=male_high_throw.CAF animation=male_high_tigerjump.CAF animation=male_high_useitem.CAF animation=male_high_walk.CAF animation=male_high_walk_inplace.CAF animation=male_high_walkcarry1.CAF animation=male_high_walkcarry2.CAF animation=male_high_walkdrunk.CAF animation=male_high_walkinjured.CAF animation=male_high_walkpush.CAF animation=male_high_workassembly.CAF animation=male_high_workcomputer.CAF ################# Materials ################# material=casual02_m_highpoly.CRF material=casual02_m_highpoly01.CRF best regards, armo |
#4
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Hi Armo,
You will still need to choose "body[0]" when exporting both the "casual02_m_highpoly.CRF" and "casual02_m_highpoly01.CRF" hence the "hair_trasparent[1]" is not an existing tga texture. Best, Kevin |
#5
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Hi Kevin,
Thank you very much! now it works properly. best regards, armo |
Tags |
animation, avatar, cal3d, export, morphto |
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