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How can I fix attachment points

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Dec 1, 2006
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I am going to assume that you are talking about editing the MDL manually.

Each attachment has a unique ObjectId. It will appear close to the beginning of every attachment. For example:
Code:
Attachment "Chest Ref" {
	[b]ObjectId 34,[/b]
	Parent 0,
	AttachmentID 0,
}

The number there, in this case 34, tells Warcraft where place that attachment, in terms of X, Y, and Z. It will use the 35th pivot point. Pivot points are listed separately:
Code:
PivotPoints 64 {
	{ -1.85294, -0.00852429, 52.6216 },
	{ -1.2015, -3.73227, 44.7262 },
	{ -1.20149, -3.73227, 124.752 },
	{ -9.55095, -3.73227, 68.1499 },
	{ 40.1677, -3.73227, 68.1499 },
	{ -0.444652, -3.73227, 68.1499 },
	{ -41.6539, -3.73227, 68.1499 },
	{ 14.8417, -3.73227, 68.1499 },
	[i]...[/i]
	[i]...[/i]
	{ 56.8969, 0, 52.8837 },
	{ -14.609, 0, 51.9915 },
}
So to change where this chest attachment is, first you would find out that its ObjectId is 34. Then you would go to the PivotPoints section and count down to the 35th one. (It is the 35th, not 34th, because ObjectIds start at 0, not 1.) Finally, you would change the numbers for that point to the X, Y, and Z that you want for the chest attachment.


If you're asking what exactly the X, Y and Z you should enter are, then there are a couple ways you can go about doing that. One way is to find out the location for the right hand's bone, and copy that over. The right hand also has an ObjectId and a pivot point, which you find just like you find an attachment's. Another is to use a modeling program. I believe vertex modifier shows you coordinates when you hover over a point, and Magos' editor probably has a similar function.
 
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