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Human Male Base Model (WoW)

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Hi all! I had a lot of controversy, but ultimately I decided to post my human base model. This is the fourth version, but not the last one yet. As far as possible, I will update this model, as well as post models of other races when they are more or less ready.

Now about this model:

1) Model has 383 animations. Some of them are repeating, if I understand right. May be there are still some face pose static animations.

2) I added 3 animations: Decay Flesh, Decay Bone, Dissipate.

3) I fixed a lot of geometry, so it looks nice in animations.

4) Model has fixed normals on all capes, tabards, skirt and any flat geoset on model (no more dark spots on model). ONE MOMENT! DON'T FORGET TO RECALCULATE NORMALS IN RETERA WHEN YOU FINISH YOUR CHARACTER.

I want to ask one thing, when you will share character models which will be made on this base model, don't forget to mention Vulfar as a kind gesture:peasant-rolling-eyes:

You can support me by Patreon. You can check here why I ask for this support.

Converted and edited by me

1) fixed a little bit face in animations
2) renamed 3 guard stand animations into stand 3, stand 4 and stnad 5 for easy searching of them.

again fixed a little bit face in animations

1) added Shadowlands customization
2) again fixed a little bit face in animations
3) added death knight eyeglow
4) changed decay flesh and decay bone animations frames to 60k for both
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Human Male Base Model (Model)

Level 2
Joined
Feb 17, 2017
Messages
26
Hi, this looks like a very useful tool. I am however a bit of a noob when it comes to modeling things in warcraft 3. What software should I use to make a custom character with this? Or how is your tool supposed to be used?
 
Hi, this looks like a very useful tool. I am however a bit of a noob when it comes to modeling things in warcraft 3. What software should I use to make a custom character with this? Or how is your tool supposed to be used?
Mdlvis. Turn off all geosets that you consider unnecessary for the future character (before that you make a copy of the file so that 1 file remains intact, and the second - your future character) and leave only those that you want - delete the rest, give any armor texture which you want from WoWModelViewer and your character is ready
 
Level 4
Joined
Feb 16, 2017
Messages
54
Hello, when I add this character to the editor, only 125 animations can be called, I did this with a custom script call, it does not detect beyond 125, why?

(I noticed that the cinematic animations in the editor do not work!)
 
Hello, when I add this character to the editor, only 125 animations can be called, I did this with a custom script call, it does not detect beyond 125, why?

(I noticed that the cinematic animations in the editor do not work!)
So you answerd on your question :peasant-smile: Ijust added all animations to model and people who know how to work with animations in WE - know how to work with it:peasant-grin: There are some animations names, which can be used by warcraft. You can check them in world editor - for example in spells section. But better to askfor help more competent in work with animations people.
 
Level 4
Joined
Feb 16, 2017
Messages
54
So you answerd on your question :peasant-smile: Ijust added all animations to model and people who know how to work with animations in WE - know how to work with it:peasant-grin: There are some animations names, which can be used by warcraft. You can check them in world editor - for example in spells section. But better to askfor help more competent in work with animations people.
No, I didn't answer. Make no mistake, I was wrong because I changed the name 'Cinematic' to 'Attack', but it didn't work. I definitely want to use this model, but I can't use more than half of the animation of the model. Could it be related to Warcraft 3 version? . All animations are visible in the model editor, but I cannot call cinematic-tagged animations in-game with custom script.
 
No, I didn't answer. Make no mistake, I was wrong because I changed the name 'Cinematic' to 'Attack', but it didn't work. I definitely want to use this model, but I can't use more than half of the animation of the model. Could it be related to Warcraft 3 version? . All animations are visible in the model editor, but I cannot call cinematic-tagged animations in-game with custom script.
You say you're calling animations from custom scripts, are you sure you're doing it correctly? As far as I know, animation names don't matter when you call animations with custom scripts since you use the index of the animation, not the animation name.
 
Level 10
Joined
May 8, 2009
Messages
253
I had the same issue where I would see all animations in a model editor and could call them all in the WE.
I realised this is because models in Wc3 are limited by the length of the global animation. For instance, if you check the time between each animation, it is oddly high. By manually reducing the time between each animations I was able to increase number of animations by a good 50, and I’m not a specialist, I suppose there are other ways to optimise this process
 
Level 4
Joined
Feb 16, 2017
Messages
54
You say you're calling animations from custom scripts, are you sure you're doing it correctly? As far as I know, animation names don't matter when you call animations with custom scripts since you use the index of the animation, not the animation name.
yes , because i can use first 125 animation , if i cant solve this problem , still i can use 125 animation , but i need too other animations.
 
Level 4
Joined
Feb 16, 2017
Messages
54
I had the same issue where I would see all animations in a model editor and could call them all in the WE.
I realised this is because models in Wc3 are limited by the length of the global animation. For instance, if you check the time between each animation, it is oddly high. By manually reducing the time between each animations I was able to increase number of animations by a good 50, and I’m not a specialist, I suppose there are other ways to optimise this process
How did you reduce the animation times, using the model's mdl extension?
 
Level 4
Joined
Feb 16, 2017
Messages
54
I had the same issue where I would see all animations in a model editor and could call them all in the WE.
I realised this is because models in Wc3 are limited by the length of the global animation. For instance, if you check the time between each animation, it is oddly high. By manually reducing the time between each animations I was able to increase number of animations by a good 50, and I’m not a specialist, I suppose there are other ways to optimise this process
Can you share?
 
Level 10
Joined
May 8, 2009
Messages
253
Can you share?
I’ve looked into it recently again and this is how you fix it:

You will require mdlvis (Mdlvis: model edition/creation, animation and UV Mapping) and lots of time

First
Open the model in mdlvis and open the tab Module > Sequence Editor
From here notice 2 important things on the UI
1. On the top right of the UI there is drop box named Current Sequence (by default set on « all line »)
2. At the bottom the UI there is an animation bar and On its right a box named Frame.

If you select an animation (or sequence), let’s say « Stand » you will see that the bar gets updated (zoomed in actually) for this specific animation.
Stand starts at frame 3333 and finishes at frame 6000. Which means the frames from 0 to 5999 are not used.
The other animation after Stand starts at 8000 and finishes at 9000, which means the frames from 6001 to 7999 are also not used.

This is why this model cannot play all its animations in-game, there are to many unused frames.

Second:
To remove these unused frames you’ll have to select them and « cut » them.
The selection is a bit tricky follow these steps: Select again the « all line » sequence. In the Frame box (next to the sequence bar) enter the start value of the frames you want to cut.
Let’s say you want to remove the unused frames 0 to 3300 (I still keep about 33 unused frames between animations just in case):
Type in the box 0, press enter, then press + hold shift and type 3300. Press enter again and release shift. If done right you’ll see the selected frames in the sequence bar (they appear grey).
From there go to the Tab Frames > Cut Frame to remove these.

Voilà, now repeat the process between each animation and you’ll save a ton of frames and all of them will be playable in wc3 (you won’t see all of them in the editor though, but no worries they’re accessible in-game)

When you get the idea it’s pretty simple but very time-consuming.

BEFORE STARTING I suggest checking all the animations and removing duplicate as they are many

I hope this helps!
 
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