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How to fix ribbon effect

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Open the Model with Magos; go to Windows>Node Manager; find the ribbon (it has a red icon with a white arrow); double-click it; click on the Visibility button and add this:
As you can see in the Sequence Manager, 50133 is the starting frame of the Dissipate animation. 0 means the ribbon is invisible while 1 means visible; you don't need to set visibility options for all in-between frames since each line is treated as a status toggle switch. Make sure to add it at the right place (50133 should go between 33133 and 56667); change the Interpolation Type from Linear to None; click OK; save the model and you are done.

The visibility interpolation type was probably mistakenly changed to Linear by Mdlvis' optimization, so you might also want to change it back to none in all geoset animations and particle emitters.
 
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Thank you, it worked. What about with bones or geosets? the invisible toggle option on the MDLVS becomes uncheckable.
In this link you can see that I kept the hat under the field of vision cause I couldn't make it invisible. The other geosets or bones are just fine but the hat geoset or bone, i cant make it invisible. is it a bug?

link here:
https://www.hiveworkshop.com/threads/strongwill-is-back.313581/#resource-82985

as long as were talking. what do these means: edit node > translation, rotation, scaling.
 
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Level 21
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What about with bones or geosets? the invisible toggle option on the MDLVS becomes uncheckable.
I have no idea; I only use Mdlvis for animating models; I do everything else with Magos or Matrix Eater.

Your link does not work:
Error.jpg

as long as were talking. what do these means: edit node > translation, rotation, scaling.
Translation (movement) is animated in lines of code that look like this:
v: { x, y, z }
v - animation keyframe
x - movement along the x axis (back/front)
y - movement along the y axis (left/right)
z - movement along the z axis (down/up)

If you don't see the axes in the bottom left corner, go to Edit > Properties and check 'Coordinate System Axes' under 'Display'.

Rotations are expressed as quaternions, 4d vectors that represent points on a hyper sphere. That being said, you don't really need to know how quaternions work since they are 4D, which means they are not really human- readable. If you want to create rotations, you can use some angle converter, like this one. Note that the quaternions in the converter are not in the same order as quaternions in rotations of Warcraft 3 nodes. Quaternions from the converter have to be rearranged in this order: { q2, q3, q4, q1 }

If you experience scaling, shearing or all sorts of weird effects, it means the quaternion isn't normalized, or in other words, its length isn't equal to 1.

I don't recommend animating entire models with War3 Model Editor; I only use it to make simple linear rotations, since animating is much easier with other programs (e.g. MdlVis) that allow you to animate with a graphical interface.

Some examples of linear rotation:
Around the X axis, clockwise
0: { 0, 0, 0, 1 }
2000: { 0.707107, 0, 0, -0.707107 }
4000: { -1, 0, 0, 0 }
6000: { 0.707107, 0, 0, 0.707107 }
8000: { 0, 0, 0, -1 }
Around the Y axis, clockwise
0: { 0, 0, 0, 1 }
2000: { 0, 0.707107, 0, -0.707107 }
4000: { 0, -1, 0, 0 }
6000: { 0, 0.707107, 0, 0.707107 }
8000: { 0, 0, 0, -1 }
Around the z axis, clockwise
0: { 0, 0, 0, 1 }
2000: { 0, 0, 0.707107, -0.707107 }
4000: { 0, 0, -1, 0 }
6000: { 0, 0, 0.707107, 0.707107 }
8000: { 0, 0, 0, -1 }

Rotations in the examples above look like this:
0 - 0 degrees
2000 - 90 degrees
4000 - 180 degrees
6000 - 270 degrees
8000 - 360/0 degrees

As you can see, rotations need to have a key every 90 degrees or less.

Scaling is animated in lines of code that look like this:
v: { x, y, z }
v - animation keyframe
x - scaling along the x axis (front/back)
y - scaling along the y axis (right/left)
z - scaling along the z axis (up/down)

Values larger than 1 increase the size of an object along the chosen axis/axes, while values smaller then 1 reduce the size of an object along the chosen axis/axes.

Negative scaling should not be used unless you are trying to turn a model upside down and inside out.
 
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