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Animation - Lock Unit's head to face Unit (How to make it work?)

Discussion in 'Modeling & Animation' started by Pharaoh_, Jan 17, 2010.

  1. Pharaoh_

    Pharaoh_

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    Hello, I have a model, whose head doesn't respond to the "Animation - Lock Unit's head to face Unit". What is it required for the model to have, in order to make it work? Can I easily make it?
    +reputation & credits will be given.
     
  2. Mulgrim

    Mulgrim

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    are you sure it has bones in the head? otherwise, i'd say attachment point, try to look into that
     
  3. Pharaoh_

    Pharaoh_

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    Ok, first off, I checked the *.mdl file, and it has:
    Bone "ValveBiped.Bip01_Head1". So, I guess it does have a head bone reference.
    It had no head attachment, so I added one through Notepad. I added the attachment as follows:
    Well, the Parent 1 is the parent object I found on the head bone, mentioned above and the ObjectId is 23, because the previous attachment points were placed in ascending order, starting with 20, so I guess this would go 23.
    Now, what's the issue:
    The attachment point is not fully created; if I use a special effect on "head" attachment point, it creates it on the origin of the model, as if the bones don't follow an organised structure.
    What else the problem could be?
    I even tried in the Object Editor filling the fields:
    (1) "Art - Required Animation names - Attachments" & (2) "Art - Required Attachments Link Points" & (3) "Art - Required Bone names", with the values (1) head, (3) head1 (the final part of the head bone I mentioned before) and still, I get nothing.
     
  4. Mulgrim

    Mulgrim

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    youre trying to say that the attachment point wont go in the head and goes to orgin instead?
     
  5. Pharaoh_

    Pharaoh_

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    Yes, even if it follows the parent object :/
    Well, it still seems confusing. If I triggered Animation - Lock Unit's head to face Unit, it should make the origin face the unit :p
    When I try to open the model in Magos' Model Editor, to add a proper attachment point from there, it won't let me, it brings an error...
     
  6. HappyCockroach

    HappyCockroach

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    This has nothing to do with attachments.
    There are some internal bone names that are used by the Warcraft engine in-game, examples of these are bone_head and bone_turret. (bone_head is used in that body-part facing issue and bone_turret always face the unit being attacked, such as cannon tower)

    The problem there is named ValveBiped.Bip01_Head1. Change this bone's name to bone_head and you'll be fine.
     
  7. Pharaoh_

    Pharaoh_

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    Holy... Happy, you made me so happy, I have this need of bursting into tears of happiness; if you were here, you'd get a present :p
    Thank you so much, I was trying everything and it was soooo simple! I officially love you :D
    +rep and credits!!