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BlinkBoy
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  • I read the read me, but still don't understand how to actually export the animations. I can't add animations like in the previous versions of Dex.
    Sorry Blinkboy, but I don't believe I got an answer. How do I export animations with the new Dex exporter?
    Yeah, I know it'll done via ractor at the end :p
    However, it looks really nice, and the speed isn't much of an importance, as I will tweak it anyway, in WE, once a need strikes :p But it looks pretty fine for what I want it to do.
    Would it be easier just to make the bones rather than the converted biped, because I noticed now that it is converted the biped works as individual bones.
    BlinkBoy please help me.
    I don't know how to change the animation speed.
    I have created a animation which have 20 frames in Milkshape.
    In that program i can chosse how many frames will be played per second.
    But that settings don't stay when i export it to mdx format. How to change it.
    Sorry for my English
    So it is basically the case that you need to use FK bones or else the animation won't work in WC3. If that is the case then why is it the case the model itself won't export?
    Eh maya rules thats why Blizzard is excepting people with knowledge WITH MAYA for jobs like diablo 3 starcraft 2 and so on, meaning that means maya rules all lol and everything else fails lol Also I downloaded 3ds max 2010 with a Keygen :O im so naughty
    Did you try it? I'm not sure why the model wouldn't export due to the biped. I'll try though.
    omg your Signature fact is WRONG Maya 2009 Unlimited >All
    Everyone know's that maya beats all even I knew that and i normally dont know things :D
    Do I have the max scene? Or do I save the max scene? Either way I do, but the model won't export, because of the bracers I found out. I actually didn't model it, but I did animate it. So I'm not sure what's wrong with the bracers.
    I took your advise btw. This only has 2 geosets.

    Nexus Class Fighter - The Hive Workshop - A Warcraft III Modding Site
    Hey Blink boy, I wanted to thank you for updating the Dex exporter. I am a map maker for Wc3 and right now I'm a member of a team making DBZ: Rise of the Saiyans. Anyway I was making Jeice in 3ds max and I animated him, but when I try to exprt him using Dex, it crashes with the error "Runtime error: Exceeded the vertex countSkin:Skin" Do you know what that means? It also highlights "if s != undefined and ((skinOps.GetVertexWeightCount s v) > 0) then" Would you mind helping me out. I would truly appreciate it. Lastly I'm not quite sure how to export the animations with the new Dex. Would you mind explaining it?
    I know, just extrude those legs a bit up, so it forms two segments, so you can animate them as if they were whole legs :D After the animation is complete, I can remove those unneeded faces, you get what I'm saying? And you're using reactor, right?
    Oh well, as for legs, just extrude them one segment up, so it acts as whole legs.
    And yes, it's how stand position should look like, the lance is up, horse's head down, and the rider is less crooked than in walk/walk fast/walk fast alternate animations.
    Actually, I compared it to wow proportions and it was fine. You can even start animating now, since it's complete and unwrapped :D
    Basically, this is a cinematic model:

    Stand 1 - Just normal stand
    Stand 2 - a little variated stand 1
    Walk - walk, the lance is held down, so you can't hurt anyone
    Walk Fast - the lance is held straight, so it can pierce a target, body should be a lot more crooked than in walk, and instead of walking, he's running, basically this is a charge
    Walk alternate - Instead of walking or running, gallop, where the lance is held UP, I will use this one for a jump over a broken bridge
    Death [not used in cinematic, only for public resource] I don't care about this one, just make sure he dies :P
    Attack [also not used in cine, just for public resource] just make him pierce target with his lance

    http://www.hiveworkshop.com/forums/pastebin.php?id=hei37n
    Could you explain the
    Head(lifespan)
    Head(decay)
    ... - part in the particle editor?
    I don't really get it.
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