Drawing with Blender to use in Microsoft Agent Character Editor

Hi,

I am now intended to create a agent (similar to Microsoft Agent) using Microsoft Agent Character Editor.

The problem now is, the editor only accept pictures which are in standard Windows bitmap 8-bits color format images (256 color). Is there any ways to resolve this problem since i can’t save my drawn pictures in 8-bits. Or any converter to be recommended? I try to save my animation

p/s: many software are supported in Windows BMP image, but none of them is for saving in 8-bits image (256 colors), they are serving for >= 16 bits

Thank you in advance.

I tried the proposed solution from TheGryphonRider as quoted below.

[quote=“TheGryphonRider,post:12,topic:432938"”]

Oops, I made a n00b mistake (and a typo). 256 colors would be 8 bits-per-pixel. Gimp supports 8 bits-per-channel, which is 24 bits-per-pixel.

There’s definitely other image software and conversion software out there. There’s a way to get a 256-color image in Blender, but it won’t be a .bmp, so you’re still going to have to convert after it’s rendered.

In the output format pop-up, choose “Quicktime.” This brings up a window with options for saving a quicktime file.

Set the compression type to “png”
Set the depth to “256 color”
Click “OK”
Set your animation start and end frames to frame 1
Set your output directory where you want to save the image
Click “Anim” (won’t work with “Render” or F12 key)

This will save a .mov file which consists of your 256 color .png file. If it’s worth it to go to the trouble, I was able to:
–Open my .mov file with Quicktime;
–Edit>Copy the image from Quicktime;
–File>New image in Gimp;
–Paste the copied image onto the canvas.

[/quote]

And it works pretty fine when viewing the pictures, but when i load all my images into Microsoft Agent Character Editor, the color became this funny color.

The original picture that copy from QuickTime with 256-depth looks this:

Attachments


A quick look at the ACE docs reveals this:

Character images must be designed to a 256-color palette, preserving the 20 standard Windows system colors in their standard position in the palette (the first 10 and last 10 positions). That means your character’s color palette can use the standard system colors and up to 236 other colors. When defining your palette, include any props your character uses in the animation. If your character’s palette places colors in the system color positions, those character colors will be overwritten with the system colors when Microsoft Agent creates the palette.