On what software do you modeled your avatar ? If its a classic one (like 3DS Max, Maya, Blender) you can do that quite easily ! There is some tutorial on Rex wiki here : http://wiki.realxtend.org/index.php/Exporting_Avatars_from_3D_Studio_Max but it is not really up to date.
I have made some myself, here it is, hope it helps :) ----------------------------------------------------------------------------------------------------------------------------------------------------- Example here : http://vimeo.com/5323994 The purpose of the tutorial is to explain how to apply Jack or Kate animations on avatar you have created. 1/ Create your own polygonal mesh in any 3D software (3ds max, Maya, Blender...) 2/ Install rexexporttools_0.3.zip on 3DS max (you can download it here : http://www.realxtend.org/page.php?pg=downloads ) 3/ Download the avatar exemples (file realxtend_avatars_3dsmax.zip on the same download page) 4/ Open in 3DSmax (2009 for instance) Jack (RealXtend_BasicMale.max). 5/ Delete the mesh of Jack(but keep the skeleton) 6/ Import the mesh you have created into this scene. Scale it to the size of Jack's skeleton (approximatively) 7/ Move and scale the bones of the skeleton to make it fit your avatar. 8/ Select your mesh, and add it the modifier “Skin”. 9/ In the modifier options, go to the “Structures” and clic on “Add”. Select all the bones of the scene. 10/ Test if, when you move a bone, it moves the mesh 11/ Open Ogre exporter, select your mesh, and verify you have XML exporter program found (if not, its in the rex export tool package). Check the skeleton box, and then export it all. (You must have in the choosen directory a .mesh file, a .skeleton file, a .mesh.xml fileand a .skeleton.xml file.) 11/ Open your .mesh file (for instance myanimatedavatar.mesh) with the RexMeshTool (also in the rex export tool package). In the “size” field, enter 2 (so your avatar will be 2 meters tall), and in the “Y rotate” 180 (you should see the back of your avatar). Click on “Save changes and exit”. 12/ Open your .mesh file again, click on “merge anims from skeleton”. Go in your realxtend folder, then \media\models\avatar and chose “Jack.skeleton”. Then, you must have the possibility to play these animations in the RexMeshTool. Click on “Save changes and exit”. 13/ Copy your .mesh and .skeleton file in the folder “Realxtend\media \models\avatar”. Copy its texture in the “RealXtend\media\materials \textures\avatar_body” 14/ Launch Rex Avatar Generator. Use the arrows on the bottom of the screen to find your mesh. 15/ If your avatar's texture is missing, click on the “Skin” button at the top of the screen, and look for your texture in the body skin area. 16/ Click on “Export”. Enter the account login and password on which you want this avatar to be linked. Wait till you get the message “avatar successfully uploaded to the server” 17/ Then, you can login with the same account on Realxtend, and you should have your avatar well textured and moving like Jack ! It is the same process with Kate example, but you may have some skinning issue if you keep her face's bones and face's controllers. I deleted them and it worked fine. Tutorial made with Realxtend viewer 0.4 and modrex server on the Rexpioneers island by Edwige Lelièvre for ENER research group. 24/06/09 --------------------------------------------------------------------------------------------------------------------------------------------------------------- On Jul 7, 9:21 pm, 3dstyler <[email protected]> wrote: > Anyone know how to switch the Jack basemesh out with a basemesh I > modeled? Where is it stored? What file format? How do UV textures get > assigned? > > Also wondering how to add a Facegen head to my modeled basemesh with > proper texture mapping in RealXtend. > > Is any of this possible? Please help > > Thanks --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
