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  #1  
Old 07-26-2016, 03:32 AM
pawan pawan is offline
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Join Date: Jul 2016
Posts: 7
Moving characters in osgb file

Hi guys,

I am having an OSGB files with 2 characters in it, when i am trying to apply actions on them i am getting this error, "'VizChild' object has no attribute 'stopAnimation'"
After exploring, i got to know that in order to apply animation on those avatars i have to first get them in 3d format (using 3d max and cal3d exporter).
So my question is, i don't have .max file now, can't i use osgb file to export this avatars from 3d max?
Can you please get me tutorial on how extract an avatar from osgb file using cal 3d exporter.??

Please helP!!
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  #2  
Old 07-26-2016, 07:17 AM
Jeff Jeff is offline
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Posts: 2,471
It's not possible to convert the model from OSG to Cal3D. You will need the Max files to export to Cal3D. See the Cal3D tutorial for more information.
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  #3  
Old 07-26-2016, 07:59 AM
pawan pawan is offline
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Join Date: Jul 2016
Posts: 7
Thanks Jeff,

Once recieving the max file, do we need to export the avatars seperately from them as cfg file??
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  #4  
Old 07-26-2016, 07:32 PM
Jeff Jeff is offline
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The tutorial covers all the different parts of the export process. The last page covers the topic of CFG files and how to build them. CFGs are text files that list all the other files that make up the avatar.
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  #5  
Old 07-27-2016, 01:10 AM
pawan pawan is offline
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Thanks it really helped!
i got to know that from 3D Max, we have to export files like .csf(skeleton), .cmf(mesh), .caf(animation) and .crf(materials like body, head,etc)
and then create a new .cfg file(better to copy some existing) and change the parameters for above files.
Can be helpful for some other newbie like me...
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3d max, cal3d, osgb export

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