#1
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Avatar Texture Problem
Hi,
I'm using 3DSMax2012 to export 3 avatars from an avatar library into Cal3D. I had little trouble animating them and exporting the first (a single mesh model), but the other 2 don't show textures. I tried applying the texture in vizard, but I don't know how to get the hair mesh texture to work (the body texture just applies a duplicate of itself to the hair also). I couldn't find how to deal with meshes with several textures, or how to export "Multi/Sub-Object" materials. How do I export these into Cal3d format? |
#2
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It might have been that the mesh had the same name as the skeleton (aside from the .cmf extension). After adding [0] and [1] to the materials I enabled fliptexture in the .cfg and everything seemed to export ok.
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#3
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Hi,
May I ask you which avatar library are you using ? Cheers, Maia |
#4
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Hi,
In any case if this thread is open then please let me know that is there any method available to get nodes from CAL3D avatar? I want to apply shaders & texture to individual nodes of CAL3D Avatar. To get those nodes I wrote the following code. Code:
import viz import vizact viz.setMultiSample(4) viz.fov(60) viz.go() female = viz.addAvatar('vcc_female.cfg') female.setPosition([0,0,3]) female.setEuler([180,0,0]) female.state(12) print 'Model contains the following scene graph nodes:' for name in female.getNodeNames(): print ' ',name Model contains the following scene graph nodes: casual01_f_highpoly.CMFX casual01_f_highpoly01.CMFX I am not able to get the subnodes which I use to get in OSGB models. |
#5
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You can specify the mesh name as the optional node parameter when applying the texture/shader. For example:
Code:
female.texture(tex,node='casual01_f_highpoly.CMFX') |
Tags |
3dsmax, avatar, cal3d, exporting |
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