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[COLOR="Red"]modeling[/COLOR] _-_ removing unwanted anim from MDL

this tutorial will teach u how to remove unwanted animations easily
required things:
1.note pad
2.mdl with unwonted animations
steps:

step1)

right-click the MDL and the click -->open with
select the note pad and wait....

step2)

search for something like this:
Sequences 8 {
Anim "walk" {
Interval { 3333, 4167 },
MoveSpeed 220,
MinimumExtent { -32.1422, -57.8957, -22.885 },
MaximumExtent { 33.7158, 57.4465, 42.719 },
BoundsRadius 59.3465,
}
Anim "walk -2" {
Interval { 4667, 6333 },
MoveSpeed 220,
MinimumExtent { -28.6509, -58.5199, -37.1247 },
MaximumExtent { 33.6192, 57.6829, 46.1298 },
BoundsRadius 61.5717,
}
Anim "walk -3" {
Interval { 6667, 8333 },
MoveSpeed 220,
MinimumExtent { -36.3076, -57.4812, -22.9026 },
MaximumExtent { 33.2176, 56.8701, 47.7725 },
BoundsRadius 59.103,
}
Anim "stand" {
Interval { 10000, 12000 },
MinimumExtent { -36.2975, -57.4812, -27.846 },
MaximumExtent { 31.7119, 57.2108, 44.6817 },
BoundsRadius 58.079,
}
Anim "stand -2" {
Interval { 13000, 14800 },
MinimumExtent { -38.1646, -57.7464, -32.5878 },
MaximumExtent { 31.5284, 56.8669, 44.8583 },
BoundsRadius 58.0333,
}
Anim "Death" {
Interval { 15333, 16333 },
NonLooping,
MinimumExtent { -25.6109, -57.4812, -9.82083 },
MaximumExtent { 30.6132, 56.8669, 22.2557 },
BoundsRadius 59.0692,
}
Anim "stand - 3" {
Interval { 20000, 21833 },
MinimumExtent { -36.395, -57.5294, -31.3263 },
MaximumExtent { 31.8806, 57.7207, 44.3722 },
BoundsRadius 58.2894,
}

the red part is my unwanted anim so i willremove it
caution!!

be careful remove from anim-->} dont remove less or more

step 3)

set the sequence to #-1
example:
old
sequence 15
new
sequence 14
enjoyyyyyyyyyy!!

questions:
Q)why doesn't this work on MDX??
A)because MDLs are a little understandable , but MDX are much worst
EX for MDX:
uÀB½ãYAn4À?ÜwÇB o-A7qb@Ú{ÅBð§
AŒóµ@ [ÇBêoA!ê‡ÀÊ#¿BŸÍXAŠÀhÅB5ï$Aðm·À†‰ÁBdÌNAð«Àcî·B½ãŠAeª ÀOo¹B5^vA&0¾P°B
ñŠA§³3¾ q¹BçŠAð3
@Ëp¹B™;ˆAÏf5¾'B¿BboAO@y@Y&¿BfˆXAØÓ.¾ @ÅB[ÓXAL¦ @°ÅBŒÛNAÖ*@ªñ·BÛù$AÞ<®@á‹ÁBWCÊ¿#üÀRxÑBŽ#N¿/n&Á^ÀB׍@±ÄúÀdûÒB‘Ðû@ÐÐ*À{”âBßýAîënÀÍLàB^º#A í½Û¹ßBℿ5³ÀÙàB±@L7»ÀL7ÒBN¥@²…ùÀãvÅBžê§@ØØÌÀè™ÅB¿Ô×@}B¾íæBG:AvýB¾ÃõãB>èû@^º”@—âB*Asºb@\OàBG=@àï@ ÓB“5±@Êl¹@á:ÒBj¤¥@bî@³{ÅBî¨@bgÁ@çÅBîw„¿*§@¬ÜàBC*É¿F”ð@q}ÑBp”L¿ Ò AdÀBYÇÀh3ÙÁ{ã”BÅþ:Áµ7ûÁS™B&ä„ÁáåÁ¥]§B£sÀĈ¡B¨ãÀj^ ¬ÈBè?*zöÁJ;™B©\AЕÂ
H¼BË¡À33©Á%U¥Bw¾kAzÇ[ÁÏ´B)ËoARòJ¾º‰ËBõÛ]A”ûmÀKÙÄB1mA³^L¾dLÇB&PAÈ{°À“XÉBNÑYA(K¾?uÍB‹ý/Aì4—ÀP
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0AšŠ@bÌBÏڗ@/¾Tã]B$§@/¾ºš^BáÑf¿Ê¨À<BþÔPA;ÖÀîkjB£A9EWÁˆ46B!m@~€ÁAB‚Bþº¾z¬Á–Ã$Bã¥MAMó¾!jBt{@/¾a²\Bì/YÁº1¾ß*@B»'UÁŠÁìQAB cPA+Š@@DÁBޓ8A÷³@×t¹B2w6A~o¿@Õ8ÁB´ AîÎ@Z$ÅB¨5PA³µ£@)\ÉB=
0AšŠ@bÌB›æ]A͒T@ÛÄBÂ7CVÂîÄFBôg®A{±Â×4ÞA`=‰A{Ô™BT³ŠAUÂ.B¦¤5CwÂûZB|EªA˜èÂã%™B|EªA˜èÂã%™BG*6C”ÂD@XBÕ9CO“£ÏDBÂ7CVÂîÄFBôg®A{±Â×4ÞAtOAàó$Â4qˆBG*6C”ÂD@XBÕ9CO“£ÏDBx†ŒAZ© ÂdBôg®A{±Â×4ÞAx†ŒAZ© ÂdB`=‰A{Ô™BtOAàó$Â4qˆBT³ŠAUÂ.B|EªA˜èÂã%™B<›*A}¿(ÂÑZBÐ ©A£Â_^B† YÂ^:1ÂÜiB´YYÂQ+@ #]B˜²´A}ÿ³BB°¡Z¿,ÂÂNB AZÂQš ÂÞ[BÐ ©A£Â_^BžïIA@Þß@¢ÅiBÏڗ@/¾Tã]Be{¿À•‘@ÈBG AmçTAmç4Bƒ&@Ë!‚A±!Be†¿±P¨Aj"Bã¥MAMó¾!jB$§@/¾ºš^BÕ ]Á˾ú@é÷?Bì/YÁº1¾ß*@Bt{@/¾a²\B5ï$Aðm·À†‰ÁBûËÄ@zçÀ4qÀB*©BAGaÀ⩼Bã™
A“ ½À2WÇB.*A*‰ÀÀãåÎBÜh-AR¸fÀÇzÅBã™
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please comment;)
 
Last edited:
Level 17
Joined
Sep 25, 2004
Messages
508
A couple of things to note: by doing this you aren't actually removing the animation data (that is stored elsewere, under the bones section) it's all still there taking up space, you are just hiding it from the game engine.
You could achieve the very same result by just renaming the animations into some jibberish such as trololostand and nyancatwalk, if you change your mind later and want the animations back, all you have to do is revert the names to the previous state.
Also if you use Magos' model editor you can rename the animations in the sequence manager, without even converting to MDL.
 
But then there's no point. The point of removing an animation from a model is to reduce the file size. This would keep the animation, but hide it from the Game Engine as Nasrudin said, which is as effective as not using the animation in game at all.

You should change this tutorial to teach people how to actually remove the animations using a Model editor.
 
A couple of things to note: by doing this you aren't actually removing the animation data (that is stored elsewere, under the bones section) it's all still there taking up space, you are just hiding it from the game engine.
You could achieve the very same result by just renaming the animations into some jibberish such as trololostand and nyancatwalk, if you change your mind later and want the animations back, all you have to do is revert the names to the previous state.
Also if you use Magos' model editor you can rename the animations in the sequence manager, without even converting to MDL.

^

The easiest way would probably be to just use Oinkerwinkle's anim remove tool. (I don't remember whether you have to delete the sequence afterward or not, but it does remove the data that isn't removed through this technique)

Anyway, I appreciate the tutorial but it should be done with the method that gives the best results. =)
 
^

The easiest way would probably be to just use Oinkerwinkle's anim remove tool. (I don't remember whether you have to delete the sequence afterward or not, but it does remove the data that isn't removed through this technique)

Anyway, I appreciate the tutorial but it should be done with the method that gives the best results. =)
= )thnx!!
 
Level 20
Joined
Jul 12, 2010
Messages
1,735
Actually, you can "delete" animations using mdlvis or magos model editor. Easier to do than deleting it in notepad where you might accidentally delete important syntax used by the model.
not really sure but i think that mdlvis is somehow better for removing animations, it removes them in a "better" way than magos model editor does...
 
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