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You will want to put your character in the base pose. With normal bones, this is usually just the unanimated state. With Character Studio Bipeds, you will want to select the Biped object and under the Motion tab enable Figure mode. Now go to `File/Export...' and select the `Save As Type...' as `Cal3D Skeleton File (*.CSF)' and enter your filename. On the next page it will ask what bones you want to export, usually you just make sure that all bones are checked and hit Finish.
With the character still in the base pose (or Figure mode). Select the objects you want to export in 3D Studio MAX. Now go to `File/Export...' and select the `Save As Type...' as `Cal3D Mesh File (*.CMF)' and enter your filename. On the next page you will hit browse and select the skeleton file we just exported above and hit Next. If you get an error about an Invalid Handle you haven't selected an exportable mesh, exit select your mesh and try again. Otherwise keep hitting next unless you want to change the default values.
You will now want to disable Figure mode in character studio, and make sure your object animates when you push play in 3D Studio MAX. Now go to `File/Export...' and select the `Save As Type...' as `Cal3D Animation File (*.CAF)' and enter your filename. On the next page you will hit browse and select the skeleton file we exported the first step and hit Next. Again make sure that all the bones are checked that you want to export animation for and hit Next. Unless you want to change any of the timeframe variables on the this page, now push Finish.
Note: This step is optional if you do not want to animate your object.
Now go to `File/Export...' and select the `Save As Type...' as `Cal3D Material File (*.CRF)' and enter your filename. On the next page you need to select which material you want your character to have and push Next. Verify that the textures are correct and push Finish.
Note: This step is optional if you do not want a texture on your object.
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