![]() For example, if you want to have the avatar do a wave animation, you only have to export the bones affected in the wave. If you want, you can export only portions of the skeleton. ![]() The Girl and Guy avatar skeleton is called Female04_Anime01_SkeletonMASTER.xsf and comes with ZIP files. Check that the start and end frame numbers match what you intended to export (they usually do), and make sure the frames per second is set to 30 (it usually is). The third window in the Cal3D animation export process is where you verify the actual time values of the animation. You only need to export the Nodes that actually animate so uncheck those that are unnecessary. The Cal3D window will then show you a list of all of the Nodes in the scene with check boxes next to them. Browse to the skeleton file you just created and then click next. In the Cal3D window that appears, you will be prompted to supply a skeleton/.xsf file. xaf at the end of the name) and click Save. xaf file format, name your file ( remembering to manually type in the. In order to export your Animation file, select AttachmentRoot and choose Export in the file menu. In order to have multiple skeletal and/or morph animations in your Accessory, you can optionally export only those bones that will animate the desired mesh. Check that the start and end frame numbers match what you intended to export, and make sure the frames per second is set to 30. For example, you will never need to include the avatar meshes in your animations as they actually don’t animate based on the Scene (the seat nodes may) so uncheck the boxes next to the avatars. If this file is not automatically placed, browse to the skeleton file you just created and then click next. ![]() In order to export your Animation file, select Root and choose Export in the file menu. The animation file needs to be exported AFTER the skeleton file as the skeleton is referenced in the Animation export process. ![]() Example shows the animation export window displaying the Root hierarchy, here you see that only those Nodes needed to animate the Mesh are checked. ![]()
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