• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
The_Legion
Reaction score
44

Profile posts Latest activity Postings Experience Albums Resources About

  • Thanks for asking. Good I think. Having some conversation on GArena, having some free time I'd say. And how's your day Legionnaire?
    I have Edre'thalas, and a Gilneas map, but my monitor is broken, maybe tomorrow.
    That's a really good question; although I have the answer in my brain, if either of us figures out a perfect way to describe it let me know and we should definitely make a way for everyone to have the answer to that question.

    The import feature, if you just import a model, press no buttons, and then press "Finish" will put both of the models in their entirety together in one file, with the animations of both as separate sequences. You can, for example, make a footman have "Stand Alternate" into a peasant if you just import the peasant, push "All Invisible in Exotic Anims" in the Visibility tab (meaning the footman is invisible for peasant animations, and the peasant is invisible for Footman animations), and then in the Animations tab click each animation and on the dropdown starting with "Import as-is" set it to "Change name to:" and then on the right in the box that appears add the word "Alternate" to the name.

    But let's say you wanted to add a peasant animation to the footman, not add a whole peasant. For this, the Bones tab and the Animations tab each have "Import motion to pre-existing" and "Time-scale into pre-existing" as options, respectively.

    What "Time-scale into pre-existing" means for Animations:
    Continuing with our example of importing a Peasant into a Footman, this option would tell a given animation (let's say it was the peasant's "Attack") not to add a new sequence to the model. Instead, this option will put the animation's data into animation(s) of your choice that already exist -- like the Footman's "Attack". That way, you'd replace footman "Attack" with peasant "Attack".

    Now comes the question of whether this means you will have a peasant added on top of the footman in the model who animates like a peasant in the footman's animation sequences, or whether the footman himself will act like a peasant.
    What "Import motion to pre-existing" means for Bones:
    Every bone that you choose this option for will be told not to add a new motion node into the model's data. Instead, it will write that node's data about how it moves into node(s) of your choice. This means that if, when importing the peasant, you push "Motion From All" at the top of the Bones tab (because of course you don't want to actually click each bone one by one and press "Import motion to pre-existing", as that would take too long) then the program will start writing the peasant's motion data onto the footman, instead of adding a peasant with his own motion data.

    That all sounds pretty technical because I designed it to be powerful, but you can think of the Animation choice "Time-scale into pre-existing" as being "replace" an animation, "Import as-is" as being "add" an animation, and the Bone choice "Import motion to pre-existing" as being the requirement for animation blending.

    Also, if you're just importing animations, always push "Leave All" in both the Geosets tab and the Objects tab. Otherwise, each import will add a bunch of other extra data to your model.
    Neither do i:( I guess u saw the last 3 albums from the bottom right? Now those were for an RPG project of mine:( But never found trigger-ers and coders for it:( Anyway if u ever want a terrainer just ask:)
    Depends. If u want to help, u should ask Chaosy, PM him. Maybe he'll consider ur offer. Give it a try:)
    Ok then. Anyway have u checked Tales of the Scarlet Crusade? Development Thread if u want:)
    I'm sorry I haven't replied. You're welcome.
    Anyway, if you're into looking for some cool models, I recommend looking into BETA mods; just a thought.
    Oh, maybe you attached the worgen head to a wrong bone. You must not attach geosets to bones with "Ref" suffix. Attach them to bones with "Bone_" Prefix.
    I imported the model into a new map and it showed for me, but the shoulders for some reason are showing at the center of the map, not attached to the spell breaker at all. I haven't seen this problem before and the only thing I can think to suggest is to remove the shoulders and then geo-merge them back onto the model.
    Sorry. I am not an expert in some model fixing like that. You Should ask others for it.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top