Open Cobalt supports Ogre xml avatar files that contain BVH motion data. Avatar information is stored in Cobalt/Content/Avatar. Users can design avatars in 3rd party software and import that content into Open Cobalt (described below). To assign yourself a new avatar, simply put the xml avatar files in the avatar directory, launch Open Cobalt, and then select a new avatar from the Cobalt/change Avatar menu option. For other users of the Open Cobalt alpha to see your avatar, they will need to also have started from the same Cobalt image file with the new or modified avatar file in their avatar directory.
Creating 3D Avatars with BVH Motion
You will need a 3D authoring application such as Blender, Maya, or 3ds Max to create your custom avatar.
Workflow for Creating Avatars
- Open your 3D authoring application.
- Create a new mesh or import an existing mesh.
- Modify it in Blender, Maya, or 3DS Max. Note that joining of mesh to skeleton happens in Blender, Maya, or 3DS Max.
- Import skeleton or create one from scratch (or import BVH into your 3D application from Poser BVH export). Note that the BVH file contains relative joint positions and raw data representing rotations.
- Attach skeleton to mesh in Blender, Maya, or 3DS Max (this step is hard to do right).
- Use Orge exporter (for Blender, Maya, or 3DS Max). Note that at this point you should have a set of binaries (Ogre exporter animation data is in files and should end with the following extensions: .mesh, .skeleton, .material, .jpg or .gif)
- You will now need to convert all of the .skeleton and .mesh files to their XML equivalent. Ogre provides a command line tool for doing this here: http://www.ogre3d.org/index.php?Itemid=133
- Put avatar xml file in Cobalt/Content/Avatar directory.