Exporting a character from Max to Cal3D format


Load a rigged character into Max

Avatar loaded

Make sure in the Material Editor that all the diffuse texture maps of the Avatar are in JPEG format. If not convert the relevant
textures to JPEG format and change the diffuse texture map appropriately.

Press H key and select the biped root
selectbipedroot
Open the "edit named selection" dialog
edit named selection

Create a named selection called something like "skeleton" by pressing the arrow in the curly brackets.

named selection for skeleton

Select the mesh by using the "H" key again, then press OK
select mesh

Press the arrow with the curly brackets again and add a named selection called something like "Mesh"
Named Selection Mesh

In your directories search for the "export_cal3D.ms" file and drag it into the Max window.
search export_3ds


A window as follows will appear in Max
export settings
choose the named selection that refers to your mesh "Mesh" under the Objects tag.
You can also have multiple meshes in the same named selection if your character
has spearate meshes for different body parts.
Under "Skel. root(s)" choose the named selection for the  root of the "Skeleton" of the biped.
Check the "Create cal3D.cfg" file to create a .cfg file for your character. Later you can rename it
to match the name of your character.
Choosing "Binary" export will allow you to load the models faster and the files of it will require less
space. However, sometimes it is useful to have the files in a readable format to check for errors etc.
Use the "Transform into OpenGL coord system" in order to create a character that is in the coordinate system of
OpenGL with the Y axis up and not the 3D Max one in which the Z axis is up. Basically this rotates the character
90 degrees around the X axis.
Under "Export dir" choose the directory where you want to export all the files to. You will have to copy the
texture files that are associated in your material files as .jpg into the same directory.

Finally press Export.