#1
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problems exporting casual_01_f avatar
Hello everyone
I would like to make some avatars from the Live Character Set smile. I know how to use the morph modifier in 3Ds max and how then to export using the cal3D exporter since I have posted questions elsewhere in this forum about this topic. So, I choose as models the casual_02_m_highpoly avatar and the casual_01_f_highpoly. For the first avatar everything went fine, but for the second I had the results that you see in attachment. No materiasl on the face. I guess something went wrong in the export of the materials, so here are my steps: 1-I renamed the materials as body[0] and hair_trasparent[1] 2-in the material export, I chose for "casual01_f_highpoly_1" the body[0] tag, and then the "casual01_f_20.tga" map 3-in the material export, I chose for "casual01_f_highpoly_2" the hair_trasparent[1] tag, and then the "casual01_f_20_hair.tga" map (for this I tried even to chose again the body[0] tag but the results were the same) and I get this error message too: Code:
Warning: Material::setShininess() of 6400 is above permitted maximum, clampping to 128. Warning: Material::setShininess() of 6400 is above permitted maximum, clampping to 128. Thanks in advance P.S. below is the .cfg file Code:
################################################ # # Cal3d cfg File # ################################################ scale=0.01 flip_texture = 1 ################# Skeleton ################# skeleton=femFlat_high_happy_Skeleton.CSF ################# Meshes ################# mesh=casual01_f_highpoly.CMF morph=casual01_f_highpoly_happy.CMF mesh=casual01_f_highpoly01.CMF ################# Animations ################# animation=femFlat_high_basepose.CAF animation=femFlat_high_beatenup.CAF animation=femFlat_high_breakdown1.CAF animation=femFlat_high_breakdown2.CAF animation=femFlat_high_cheer.CAF animation=femFlat_high_claphands.CAF animation=femFlat_high_dance.CAF animation=femFlat_high_drivecar.CAF animation=femFlat_high_drivemotorbike.CAF animation=femFlat_high_drown.CAF animation=femFlat_high_duck.CAF animation=femFlat_high_eatsitting.CAF animation=femFlat_high_fight.CAF animation=femFlat_high_holdpistol.CAF animation=femFlat_high_idle1.CAF animation=femFlat_high_idle2.CAF animation=femFlat_high_idledrunk.CAF animation=femFlat_high_idlewall.CAF animation=femFlat_high_jumpforward.CAF animation=femFlat_high_lierelaxed1.CAF animation=femFlat_high_lierelaxed2.CAF animation=femFlat_high_listen.CAF animation=femFlat_high_lookaround.CAF animation=femFlat_high_manipulate.CAF animation=femFlat_high_pickup.CAF animation=femFlat_high_putitem.CAF animation=femFlat_high_run.CAF animation=femFlat_high_runcarry.CAF animation=femFlat_high_shoot.CAF animation=femFlat_high_shout.CAF animation=femFlat_high_sitground.CAF animation=femFlat_high_sitidle.CAF animation=femFlat_high_skate.CAF animation=femFlat_high_stairs_down.CAF animation=femFlat_high_stairs_up.CAF animation=femFlat_high_strafeleft.CAF animation=femFlat_high_straferight.CAF animation=femFlat_high_swim.CAF animation=femFlat_high_talk1.CAF animation=femFlat_high_talk2.CAF animation=femFlat_high_throw.CAF animation=femFlat_high_tigerjump.CAF animation=femFlat_high_useitem.CAF animation=femFlat_high_walk.CAF animation=femFlat_high_walk_inplace.CAF animation=femFlat_high_walkcarry1.CAF animation=femFlat_high_walkcarry2.CAF animation=femFlat_high_walkdrunk.CAF animation=femFlat_high_walkinjured.CAF animation=femFlat_high_walkpush.CAF animation=femFlat_high_workassembly.CAF animation=femFlat_high_workcomputer.CAF ################# Materials ################# material=casual01_f_highpoly_1.CRF material=casual01_f_highpoly_2.CRF material=casual01_f_highpoly01_1.CRF material=casual01_f_highpoly01_2.CRF |
#2
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It does not solve the exporting problem of 3DS Max, but you can also use the morphs in Vizard. For example:
Code:
female = viz.add('vcc_female.cfg') print female.getMorphList() female.setMorph(0,0.5) |
#3
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Make sure you're not listing extra materials in the CFG. It's not necessary to export new materials for each morph target. Also, the order materials are listed in the CFG matters. Cal3D materials do not store their own ID numbers. The ID numbers are used by the mesh exporter.
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#4
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Dear Jeff
I followed your advices and now the avatar looks good, with all the materials in the right place. However, the avatar doesn't morph. I get this error message from vizard: Code:
Loading File: avatars_happiness/casual01_f_highpoly_happy/casual01_f_highpoly_happy.cfg cal3d : Internal error in .\coremesh.cpp(160) ** WARNING: Failed to load morph file: casual01_f_highpoly_happy.CMF How could I fix this error? best regards, armo |
#5
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The vertices of a morph target work as a target position for each vertex of the base mesh. Morphing is always done relative to the current position of the vertex. This 1 to 1 repositioning is based off the vertex’s internal ID number, so, both the original mesh and the morph target must have the same number of vertices and the exact same vertex order. In other words, morph targets should be made from a clone of the original mesh. Making cuts, detaching faces or merging any objects will render the object invalid as a morph target because these affect the vertex order and vertex count.
Once you have your morph targets made, add a Morpher modifier underneath the Skin modifier on your original mesh. While this is not necessarily required for making morphs, it allows you to place them off on the side and test them from within Max. If it works correctly in the Morpher modifier, it should also work correctly in a Cal3D avatar. Does it work in the Morpher modifier for you? |
#6
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Dear Jeff
yes, it works in my morpher modifier. Eventually, I have found out that the original .CMF mesh files provided with the cd had a different number of vertices relative to the export ready avatars, so I simply re-exported the avatars mesh of the export ready mode and now it works well in vizard. thank you very much, armo |
Tags |
avatar, cal3d, material, morphto |
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