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Animating geoset merge

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Level 4
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May 16, 2010
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I placed a far seer on a wyvern, but i dont know how to animate it, i want to transfer far seer animations into it.

I have searched everywhere but i cant seem to find anything...
 
Level 4
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I used oinkerwinkle's tool to geomerge, but it only transfers the geoset. I need some help transfering the bones and animations.

Im still learning, but all help is welcome
 
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No that's not so easy.
It's very difficult and I don't think it's possiblle to use farseer and wyvern anims at the same time.
You propably have to use the Wyvern Rider, or some other flying unit with a rider on it animation.
What you have to to to transfer those animations is very difficult and I'm very unskilled in this technique.
You have to check which part of the model you base the anims on belongs to which bone or Matrix Group, then delete that part, merge the fitting body part of the new model and attach the body part to the fitting bone/matrix group.
Do that for every single part that belongs to a bone.
It's a very complicated and time taking process, but I'm no expert at it and maybe I'm doing it wrong to, you should ask some expert.
 
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The wyvern still uses its animation, i just want the far seer to use them at same time as the wyvern. i guess it may not be that simple as it looks... I thought that transfenring the far seer would transfer the animation too....
 
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I dont understand. I saw a priestes of moon on a owl using animations from both owl and pristess.

I though the same could be done with the Far seer and riderless wyvern...
 
Use Oinkerwinkle's Animation Transfer.

how many models have u ever animated that way? none or? if u do that u will have completly messed animations. *Ready* anims work with bones and if u put on the anim-set of 1 unit 2 another 1 that has (like in this case) a completly different skeleton u will either create a mess or a *Crash-Down* unit, which will cause an error if opened in WC3.
BTW, i could try 2 animate ur guy with milkshape :vw_sleep: my skills r not the best there, but i know the basics.....it's just a matter of practice....
 
Level 8
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I guess you will need some more powerfull tools to redo the animations yourself.. If oinkerwinkle and notepad are your best tools, you will need to do what chilla-killa said. It's tedious in oinkerwinkle, but i've done it succesfully once (replacing the goblin in the shredder for a mortar team guy).

The trick is to use "vertex group of selection" to check what group goes where and compile a list (33 - Right shoulder, 34 - Lower back, 35 - Left Hand etc). Then you use "assign vertex group" to make the new rider behave properly by adding the right values to the proper vertices (I roughly deducted which nodes should behave as "shoulder" etc). Note that if you make a mistake or forget a node your animations will be screwed!! You can check the groups required in notepad aswell (they are the last series of numbers under geoset).

You could then try to use the animation transferer to gain more animations but i doubt there are many compatible units..

Altenatively you could use triggers to simulate the mount, but the bouncing of the wyvern will seriously screw it over. I'll place the idea anyway but i suggest you just go with oinkerwinkle.
- Make a riderless wyvern and a dummy rider with locust.
- Trigger: Move dummy to wyvern each 0.02s (and maybe change the flying height to match the wyvern)
- Trigger: A unit is attacked by wyvern -> Play dummy attack animation
You can take the full triggers from my campaign.
 
I guess you will need some more powerfull tools to redo the animations yourself.. If oinkerwinkle and notepad are your best tools, you will need to do what chilla-killa said. It's tedious in oinkerwinkle, but i've done it succesfully once (replacing the goblin in the shredder for a mortar team guy).

The trick is to use "vertex group of selection" to check what group goes where and compile a list (33 - Right shoulder, 34 - Lower back, 35 - Left Hand etc). Then you use "assign vertex group" to make the new rider behave properly by adding the right values to the proper vertices (I roughly deducted which nodes should behave as "shoulder" etc). Note that if you make a mistake or forget a node your animations will be screwed!! You can check the groups required in notepad aswell (they are the last series of numbers under geoset).

You could then try to use the animation transferer to gain more animations but i doubt there are many compatible units..

Altenatively you could use triggers to simulate the mount, but the bouncing of the wyvern will seriously screw it over. I'll place the idea anyway but i suggest you just go with oinkerwinkle.
- Make a riderless wyvern and a dummy rider with locust.
- Trigger: Move dummy to wyvern each 0.02s (and maybe change the flying height to match the wyvern)
- Trigger: A unit is attacked by wyvern -> Play dummy attack animation
You can take the full triggers from my campaign.

well in your case with the goblin and the mortar team it worked coz the skeleton was maybe the same or very similar. In the case far seer on wyvern it won't work. for re-anims as he wants, he may need milkshape or blender. and in-game trigger 4 animations r just a waste of time and map-size, and if there are too many models doing it @ the same time, it causes lagg usually or doesn't work properly:ogre_rage:
 
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