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[SD/Modeling] Can someone Fix Oak tree?

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Level 11
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Sep 11, 2013
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Greetings!:peasant-waving:
Can someone help me to fix 2 aspects of a custom tree which i found on hive?

1. I saw that this tree don't have an Origin attachment point and i don't know how to put one.. (and i need that for a spell):peasant-sad:
Origin.png

Bone 2 - "bone_new4"
There are no vertices attached to this bonetooltip - (i don't know what is that)
Missing the Origin attachment pointtooltip


2. If someone can, i want to modify the birth duration of the tree in the model.
Birth duration (default) is 10 seconds and i want to make it only 3 seconds.
I always regrow the trees in my main map.

Thank you in advance !:peasant-smile:
 

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Level 11
Joined
Sep 11, 2013
Messages
327
Using War3 Model Editor you can add the origin point:
View attachment 407379
Goto node manager
View attachment 407380
Create an attachment point
View attachment 407384
Edit Node
View attachment 407386
Set name and elevation, 64 should be fine as you like, though 0,0,0 is the normal.

I wont modify model with no permission from the autor.
I did it and work great! Thanks

How about the birth duration? Can you help me with that too?

How can i reduced the birth duration from 10 seconds(default model) to 3 seconds?
 
Level 18
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Sep 18, 2013
Messages
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I did it and work great! Thanks

How about the birth duration? Can you help me with that too?

How can i reduced the birth duration from 10 seconds(default model) to 3 seconds?
Well, this tree seems to take little resources so i think it wont be difficult, let's see:
First i dont think the author would be so dumb to animate every bone, first let's check the animation birth:
1663539946060.png

Here we can see that Birth animation begins at the frame(time if you like to) 10000 and ends at the frame 20000.
1663539975214.png

Now go back to node manager...
So probably he just modified one bone, the root bone here:
1663539697982.png

Edit node
1663539748450.png

So let's check every transformation
1663539843802.png

Translation
1663540096194.png

Rotation
1663540121041.png

Scaling
1663540137359.png

So the SSs show that only translation and scaling begins at 10000, rotation just set the node rotation for the animation at the end but it doesnt change anything else.

Remember that every frame is a milisecond, every 1000 miliseconds is one second so now you want 3 second birth animations, then let's set the 10000 frame to 17000 milisecond at traslation and scaling.
1663540401156.png

Also go to secuence manager and set the interval to begins at the frame 17000.
1663540488462.png

That's all.
 
Level 11
Joined
Sep 11, 2013
Messages
327
Well, this tree seems to take little resources so i think it wont be difficult, let's see:
First i dont think the author would be so dumb to animate every bone, first let's check the animation birth:
View attachment 407397
Here we can see that Birth animation begins at the frame(time if you like to) 10000 and ends at the frame 20000.
View attachment 407398
Now go back to node manager...
So probably he just modified one bone, the root bone here:
View attachment 407393
Edit node
View attachment 407394
So let's check every transformation
View attachment 407395
Translation
View attachment 407399
Rotation
View attachment 407400
Scaling
View attachment 407401
So the SSs show that only translation and scaling begins at 10000, rotation just set the node rotation for the animation at the end but it doesnt change anything else.

Remember that every frame is a milisecond, every 1000 miliseconds is one second so now you want 3 second birth animations, then let's set the 10000 frame to 17000 milisecond at traslation and scaling.
View attachment 407402
Also go to secuence manager and set the interval to begins at the frame 17000.
View attachment 407404
That's all.
Omg, it works very good, thank you so much!
I learn and i fix, perfect! :peasant-cheers: :peasant-thumbs-up-cheers:
 
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