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RPG/Villager Orc

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Latest version: orc8.mdx - 18.04/18

I thought the hive could use some more orcs for rpg style maps.

-Has 40 animations, bone structure based on Villager made by .KC all credit goes to him.

-Ponytail from Grom Hellscream.

-Body of the orc from the tutorial screen.

-Hands of a villager.

I claim no credits for this, feel free to alter it.

HUGE thanks to General Frank and Alethos for support and advice along the way.

Enjoy!


27.02/18 I have added 4 animations to the model:

-Spell - The shamans casting animation. (little more fitting for an orc)
-Attack Slam - Hellscreams slam animation (slam for 2h weapons)
-Spell Slam - Rexxars spell slam animation (slam for dual wielding)
-Stand Stretch - Thank you Sieben for the tip :) Animation fits well for picking up stuff off the ground.

28.02/18

-The 4 animations had the guts geoset fixed, so it doesn't show. (sorry new at adding animations)
-Stand - Stretch has recieved a rarity of 10, it should hardly play on its own now, so you can call it when you want to pickup an item.
-removed 8 animations (stand channel, stand channel, stand gold, stand gold, stand lumber, stand lumber, stand alternate, stand alternate) - These where unused clones of the units normal stand animations.

01.03/18

-Spell Slam has been fixed and should way better now, his head stays in place.
-Stand stretch has been fixed, the ancles don't "break" and his stance is better.
(learned how to alter the animations, making them fit the model)

18.04/18

-'spell slam' looks better.
-Hand attachment points have been moved into the actual hand.
-Model size has been increased, tested with sunchips weapon models.
-'stand - stretch' has been renamed to 'stand slam'.
-'flesh' animations left hand is now on the hip, rather than inside it.
-'attack channel' animations both hands start and stop location.
-'attack' right hand corrected.
-Camera has been added to the model and faulty portrait model was removed.
Contents

RPG/Villager Orc (Model)

Reviews
General Frank
Useful model to some, but since most of the works is adapted from KC I cannot approve this properly. moved to substandard.
Level 11
Joined
Jan 25, 2017
Messages
213
Nicely done!! :)
I can't believe no one has done this before--- (at first I thought that this was the same thing- but on closer look- it's not at all).

There are still a few issues with this model though (this is my first time looking at it, as I was pretty busy before)

1) I don't see where you use the villager hammer for any animation... If this is intended- then you should clean up (delete in MDLVis/ME) the geoset.

2) Decay flesh looks good in Magos but Decay Bone is off- his body is visible. To fix it- you can go to that animation in the sequence editor in mdlvis and click the body geosets and uncheck the 'visibility' box in the beginning keyframe. You can also do this in magos/mdl editing (sometimes mdlvis doesn't work, by going to geoset animation and finding/creating the appropriate geoset anim and clicking the 'animated' under the 'Alpha' box and putting in the first keyframe of the animation (found in mdlvis or sequence manager of mdlvis) then a colon and a 0
ie.
1800: 1 (stand anim 1= visible)
99800 : 0 (decay bone anim 0= invisible)

3) I would change the footprint data from small to large when clicking on them in the node manager in Magos. The 'Event track' field is where you put down an animation frame where it'll spawn the footprint. Delete the old ones and make new ones to fix it. One per walk animation cycle is good (just look in mdlvis where his left foot comes down in each walk sequence and put that frame in the left footprint event track repeating for each walk animation and for the right foot as well).

4) Edit > Model properties > change file name

That's all I can see for now- if you want an easy way to add teamcolor to the loincloth or gloves pm me.
 
Level 11
Joined
Nov 23, 2013
Messages
665
Awesome model! Definitely useful.
I'd suggest to add the animation Stand - Stretch, like orc peons, if possible: it's a cool animation that I found useful sometimes. I don't know if it's feasible.
Anyway, amazing job! 5/5 :cgrin:
 
Level 8
Joined
Aug 17, 2013
Messages
112
I'm starting to get some animations in there, not everything i thought of fits though. Any tips for animations fitting for an Orc is welcome! +rep if the animation makes it to the upload:) I will make a better portrait and try improving the hands once we got the animations to be more orcish.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Oh this is nice, stumbled across this by chance, it is a much better version of HeroGrunt which has a similar texture. I will look to add to my map (Orc Gladiators: Revenge) and i will let you know how it works out.

Edit: Overall the model is great but has a few issues
  1. (Fairly important): The health bars are off for the Channel animation set (they're way above the unit), and the health bar height is inconsistent between all animation sets. Is it not possible to set the health bar to be the same for all anims? I tried fixing it myself by using calculate extents and whilst it made them all the same, it made them too low (going into the neck of the model).
  2. (Minor): The Flesh animation set (that uses Jaina's animations) has its left hand going into his leg, which looks pretty weird, though i appreciate the model is ~7 things at once and it's expected that one of the sets wont be cooperative :p
  3. (Minor): The model is too small (most attachments on the hive feel like they are too big for it) though it was easy for me to re-scale the attachment points myself.
 
Last edited:
Level 11
Joined
Nov 23, 2013
Messages
665
I'm having quite an big issue when using left and right hand attachments, which don't display properly. They don't fit in his hands (I tried with two different attachment models, which used to work before). Would it be possible to tweak it? Thank you very much :)
 
Level 8
Joined
Aug 17, 2013
Messages
112
Thank you all for all of the feedback!
I will work on an update for the model, here's the plans:

1) Reworking 'spell slam' it still doesn't look nice.
2) Hand attachment location. (making attachments fit in his hand)
3) Model size. (making attachments fit in size)
4) Moving the hand in the 'flesh' animations.
5) Adding the camera to the model file and removing the faulty portait file.
6) Renaming 'stand - stretch' to make it easier to call via triggers.


Subject for change, please leave your oppinion:
I could transfer the wow-animations for 2 handed combat, would you like those better than the blademaster's animations?


@pick-a-chew I have no idea why the bars are off :( I'm hoping that once I increase the models size it will fit, if not i'll start a request to fix that.

Again thanks for the feedback :)

Edit: Updates applied +a bit extra, see changelog for details.
 
Last edited:
Level 2
Joined
Jan 21, 2014
Messages
33
I absolutely love this model, with all of its animations! The pickup animation is a nice touch for immersion. Some things to note that would make it perfect for my RPG:
1. The "head" attachment point appears to be in the original Villager's position, causing helmets to rest on his neck, would it be possible to adjust this to match the orc's head? :)
2. The "chest" attachment is a tad low, causing some clipping in armour attachments for the legs and shoulders. raising it slightly would fix it.

These tests are based on Sunchip's armour packs. If you could adjust these, then the model would integrate with so many attachments! I'd love to have an RPG centered on a Orc hero!

Thanks,
 
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