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  #1  
Old 02-24-2016, 05:22 PM
Vaquero Vaquero is offline
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Join Date: Nov 2015
Posts: 62
Exclamation can't load exported Cal3d Avatars from Autodesk Character Generator

Hello! I'm still trying to get any character to work in vizard besides the ones that are delivered with the software. And it fails! Again.

This time I created an avatar with Autodesk's Character Generator. I followed the steps from the help.
Select the root bone, go to export, select Cal3d Skeleton file, set number of influences to 4 (because I want to use hardware skinning anyway), save.
I changed the materials to contain numbers in square brackets and set to Blinn shading model.
Then I selected the meshes in the file that I want to export (there are several resolutions), export as Cal3d Mesh file. Repeat for meshes of other resolutions.
Exported the 1 material that is used.
Created the cfg correctly.

Trying to open the skeleton file in the Inspector throws this message:
Code:
---------------------------
Inspector
---------------------------
Failed to load "F:\\Autodesk.CharacterGenerator\Cal3d\ACG_mSkel.csf":

Warning: Could not find plugin to read objects from file "F:\\Autodesk.CharacterGenerator\Cal3d\ACG_mSkel.csf".
So why is following the vizard instructions failing again?
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  #2  
Old 02-24-2016, 05:34 PM
Vaquero Vaquero is offline
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Join Date: Nov 2015
Posts: 62
Of course, trying to open the cfg file in the Inspector throws this message:
Code:
---------------------------
Inspector
---------------------------
Failed to load "F:\Autodesk.CharacterGenerator\Cal3d\AUTCC_mSkel_low_Chris_crowd.cfg":
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  #3  
Old 02-24-2016, 05:41 PM
Vaquero Vaquero is offline
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Join Date: Nov 2015
Posts: 62
I tried with the standard skeleton, and I used Autodesks script to convert it to Biped, but it just wouldn't work.
Converted to Biped and exported as xsf the skeleton file looks like in the attachment.
Attached Files
File Type: txt AUTCC_mSkel_low.txt (28.6 KB, 561 views)
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  #4  
Old 02-24-2016, 05:45 PM
Vaquero Vaquero is offline
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Join Date: Nov 2015
Posts: 62
NEVERMIND!
I really made a typo in the CFG file, where a comment was missing the leading #!
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