WorldViz User Forum  

Go Back   WorldViz User Forum > Vizard

Reply
 
Thread Tools Rating: Thread Rating: 3 votes, 5.00 average. Display Modes
  #1  
Old 10-14-2008, 12:49 PM
shivanangel shivanangel is offline
Member
 
Join Date: Feb 2006
Location: New Jersey
Posts: 180
Cal3D texture issue from Max

Hello everyone,

First off, I just wanted to say thank you for all the troubleshooting work
you have done for myself and probably everyone on this forum, without
you guys things would probably be impossible.

Now to my problem (this time).

I have set up and rigged a pterosaur inside of 3dsMax 2008.
I have modelled, texured, rigged and exported out the model
using the CAL3D guide you recommend.

The model is fine, the animation worked flawlessly, the only problem I
am having is with the material.

At first I had the texture as a bmp file at 2048 resolution. This
only produced a gray material in vizard.

I then reduced the size to 512x512 and tried png, bmp, and tga.

However, the issue I am running into now is that the object appears textured, however it is not utilizing the UVs I specified for my object.

Here is a link to an image of my model in max:


My UV layout:


The outcome in Vizard:

Any recommendations?

I am trying to put together an interactive dinosaur demo for
a CAVE system that is being launched later this month and
all that is needed is to get these materials properly in place.

Thanks,
George L.

Rowan University
Reply With Quote
  #2  
Old 10-14-2008, 02:28 PM
shivanangel shivanangel is offline
Member
 
Join Date: Feb 2006
Location: New Jersey
Posts: 180
On the car ride home I was visualizing the problem.

I figured out that if you flip the texture vertically after you do all the
exporting the UVs will match up.

For some reason the exporter flips the UV vertically.

Anyone who has this problem, you now know what to do.
Reply With Quote
  #3  
Old 10-14-2008, 02:31 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
Try adding the following line to the top of the avatar cfg file:
Code:
flip_texture = 1
This will flip the UV coordinates of the subsequent mesh files.
Reply With Quote
  #4  
Old 10-15-2008, 08:25 AM
shivanangel shivanangel is offline
Member
 
Join Date: Feb 2006
Location: New Jersey
Posts: 180
Thanks,

That will make it so I don't break my textures moving from Max to Vizard.

~George
Reply With Quote
  #5  
Old 10-15-2008, 05:26 PM
shivanangel shivanangel is offline
Member
 
Join Date: Feb 2006
Location: New Jersey
Posts: 180
Are there any additional 'hidden' commands that can be utilized with the
cfg file? I can't seem to find any documentation on it, even on the CAL3d
website.

Is there a way to flip the model around? For some reason the Cal3D exporter
flips my model to face backwards.

Thanks,
George
Reply With Quote
  #6  
Old 10-17-2008, 12:17 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
You can use the rotate option to specify a quaternion offset for the avatar. If you wanted to flip the avatar around 180 degrees about the Y axis then you would add the following to the top of the cfg file:
Code:
rotate = 0 1 0 0
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Incampatible CAL3D files luakt Vizard 4 09-14-2008 11:28 PM
Randomly and Continuously Change Avatar's Face Texture Karla Vizard 4 08-22-2008 12:14 PM
cal3d exporter issue reiverlass Vizard 4 07-18-2007 12:08 PM
importing avatars with cal3d marcoleon Vizard 15 04-28-2006 04:48 PM
Cal3d issue Karthi Vizard 4 04-26-2004 09:08 AM


All times are GMT -7. The time now is 05:23 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2020, vBulletin Solutions, Inc.
Copyright 2002-2018 WorldViz LLC