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3D Modeling Tutorials Tutorials regarding the creation, animating and editing of 3D models.
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Old 09-30-2007, 12:06 PM   #1 (permalink)
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Fixing Faulty Death / Decay Animations

Fixing 'Popping back' parts of models tutorial.
- Powered by Magos' Model Editor

This tutorial will explain how to fix models which will stack their part on other units after death.

Tools needed:
- Magos Model Editor
- MDLX Converter


Getting Started:

1. Convert the model with the issue with MDLX Converter to mdl format.

NEVER EVER EDIT MODEL IN MDX FORMAT. Otherwise they screw up even more afterwards.


Fixing the actual model:

1. When you open your model (in mdl format !) with Magos Model Editor and you will see your model in the main window. Place the main window in the middle of your screen.

2. Go to Windows-> Geoset Manager. Place the Geoset Manager window on the lower left of the main window mentioned above.

3. Go to Windows-> Animation Controller. Place the Animation Controller window on the upper left of the main window mentioned above.

4. Go to Windows-> Geoset Animation Manager. Place that window on the right of the main window.

fixintutgf_1.jpg

5. Now play the decay bone animation with the Animation controller. You will see that some part of the model are still present in Decay Bone Animation.

fixintutgf_2.jpg

To fix the problem you'll need to assign a geoset animation to the geoset that still shows up in all animations, but you need them to disappear in Decay Bone animation.

6. Play a stand animation with the Animation controller.

7. Now left-click + ctrl a part of the model of that you are sure you haven't seen in the decay bone animation, mainly the chest or something similar. You'll see that the model part (geoset) has flashed with a dark shading.

That geoset will be marked in the Geoset animation manager.

fixintutgf_3.jpg

8. In Geoset Animation Manager search for the Geoset Animation that is linked with the proper, disappearing in decay bone animation, geoset. Linked geosets will be shown on the lower left of the geoset animation.

fixintutgf_4.jpg

9. In that Geoset animation window press the 'Alpha' button in the upper right corner of that small window.

Now a a window called 'Alpha' will appear. You'll see a list with one or multiple digits which end with ....:0 or .....:1xx.

10. Copy the whole list by using ctrl + C copy function. Close the 'Alpha' and the 'Geoset Animation', not 'Geoset Animation Manager' window.

fixintutgf_5.jpg

To find a geoset that still unassigned with a geoset animation, play the decay bone animation, Ctrl+rightclick a still showing part (except the bones/corpse).

11. Now create a new Geoset Animation by right-clicking in the 'Geoset Animation Manager' window on Create New. Tick the animated check box and then press alpha and enter those values you found in 9. into the list.
Press okay in the Alpha window to save it.

Now enter the geoset that is still unassigned in the 'Geoset ID' drop-down menu in the 'Geoset Animation' window.

12. When you now play the decay bone animation you'll see that it is now disappeared. The geoset will not the visible in all animation except decay bone.

fixintutgf_6.jpg

13. Repeat that method on all geoset that are still present in decay bones animation. All except the corpse geoset. Save it like [Model]_A_001.mdl or something like that.
NEVER EVER OVERWRITE THE ORIGINAL MODEL.

I added a model that still needs some repairs, to this thread, so that you can test this method out.

Get it to test your skill.

Test your result.
Attached Files
File Type: mdx FelGruntBlue.mdx (101.2 KB, 188 views)
File Type: mdx FelGruntBlueRepaired.mdx (101.3 KB, 157 views)

Last edited by General Frank; 02-19-2008 at 07:01 AM.
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Old 09-30-2007, 01:36 PM   #2 (permalink)
 
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So there is a difference between editing in mdl or mdx in magos editor? I thought that it converts it automatically.
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Old 09-30-2007, 01:47 PM   #3 (permalink)
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So there is a difference between editing in mdl or mdx in magos editor? I thought that it converts it automatically.
if you edit and save a file in mdx format with Magos, it could occur that the attachment point and sometimes the Event Objects mess up.
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Old 09-30-2007, 05:48 PM   #4 (permalink)

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Why don't you just use Magos to convert between MDL and MDX? Or does the same bug occur?
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Old 09-30-2007, 07:19 PM   #5 (permalink)
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Why don't you just use Magos to convert between MDL and MDX? Or does the same bug occur?
Magos can convert mdx/mdl, but it will a pain in the ass because lots of information will be lost.
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Old 09-30-2007, 07:44 PM   #6 (permalink)
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Heh, I could have used this when I was a beginner.
Some things I would note:
-Make sure they know not to create empty geoset animations.
-Additionally, I think duplicate geoset animations crash WE too (2 geoset animations for one geoset)
This is very nice and handy. +REP
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Old 09-30-2007, 07:46 PM   #7 (permalink)
 
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Goodjob, It seems like alot of people could use this! +Rep
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Old 09-30-2007, 08:34 PM   #8 (permalink)
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Quote:
Originally Posted by donut3.5 View Post
Heh, I could have used this when I was a beginner.
Some things I would note:
-Make sure they know not to create empty geoset animations.
-Additionally, I think duplicate geoset animations crash WE too (2 geoset animations for one geoset)
This is very nice and handy. +REP
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Yes indeed. Thanks for that.
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Old 09-30-2007, 09:15 PM   #9 (permalink)
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Could that be why my Elven Knight is bugged? Because I edited some things while it was in mdx format?
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Old 09-30-2007, 09:45 PM   #10 (permalink)
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Hmm, it could be, but I always edit in mdx unless I'm using oinker's, so that I save space on my computer. I didn't know they bug until now.
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Old 09-30-2007, 09:50 PM   #11 (permalink)
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Outstanding tutorial, Herr General!

I have made the following minor changes:
  1. Detached the signature file.

  2. Retitled the tutorial.

  3. Configured the images to display in their proper locations in the document.
This week I will go over it carefully (after you make improvements based upon user input) to correct any minor grammar or spelling errors (if any are present).
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Old 09-30-2007, 10:08 PM   #12 (permalink)
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Quote:
Originally Posted by Wolverabid View Post
Outstanding tutorial, Herr General!

I have made the following minor changes:
  1. Detached the signature file.
  2. Retitled the tutorial.
  3. Configured the images to display in their proper locations in the document.
This week I will go over it carefully (after you make improvements based upon user input) to correct any minor grammar or spelling errors (if any are present).
Alright, thanks.
I was in search of a proper name and only used the previous one.
Big thanks for fixing those attachies. Somehow they were very hard to finalize for me.
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Old 10-01-2007, 06:31 PM   #13 (permalink)
 
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I approve! Very good General! That orcs bracers look a lot like my ring..

P.S. Can't forget the +rep!
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Old 10-08-2007, 07:50 PM   #14 (permalink)
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Thumbs up Tutorial Approved!

~ Thread moved to 3D Modeling Tutorials.
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Old 10-16-2007, 11:20 AM   #15 (permalink)
 
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Question

can some one give me a tutorial wich i can make a caracter(a model)or change one(skin color,weapons...)plsss!!!
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