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Model decay

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Level 25
Joined
Mar 31, 2004
Messages
4,468
I suppose I could

Convert the model to mdl and open it in either wordpad or notepad

Then, look for the Geosetanims of the model. Just search for "Geosetanim"

Anywho, you should come to something that looks sorta like this, except with different values (This is the geosetanim of Cookie and IronIan's Tiger model BTW)

Code:
GeosetAnim {
	Alpha 19 {
		DontInterp,
		333: 0,
		1667: 0,
		2100: 1,
		3433: 1,
		3434: 0,
		3900: 0,
		6567: 0,
		6767: 0,
		9467: 0,
		12033: 0,
		13033: 0,
		14100: 0,
		15100: 0,
		19733: 0,
		20367: 0,
		23167: 0,
		25167: 0,
		27600: 0,
		29600: 0,
	}
	GeosetId 3,

The 1s mean invisable, the 0s mean visable. The numbers state which timing of the animation, the GeosetId states which geoset this is for
 
Level 25
Joined
Mar 31, 2004
Messages
4,468
Its basicaly the same. To find the timings, look at the animation values in the "animation" section at the begining of the mdl. Using these timings (Trust me, getting something to vanish in the middile of an animation is HARD) you can replace the already existing ones with these new ones
 
Level 13
Joined
Jun 3, 2004
Messages
235
Okay, i have to be more specific. I see exactly what you're talking about, just not too much in the ones i'm working with. I've found the geosetanims part with the 1's and 0's, and the times. However, for example on this request i was doing which was based off the archimonde model, there are only 3 secitions like this:
Anim {
MinimumExtent { -75.9846, 30.5515, -15.3915 },
MaximumExtent { 63.7498, 250.265, 450.798 },
BoundsRadius 255.016,
}
MaterialID 11,
SelectionGroup 0,
}
GeosetAnim {
Alpha 3 {
DontInterp,
17967: 0,
19067: 0,
31700: 0,
}
}
GeosetAnim {
Alpha 3 {
DontInterp,
17967: 0,
19067: 0,
31700: 0,
}
}
GeosetAnim {
Alpha 11 {
DontInterp,
167: 0,
1833: 0,
11167: 0,
14667: 0,
15000: 0,
17667: 0,
17967: 0,
31700: 0,
51133: 0,
54333: 0,
56667: 0,

}
}
Bone "hero" {
ObjectId 0,
GeosetAnimId None,
Scaling 5 {
Hermite,
GlobalSeqId 0,
0: { 1, 1, 1 },
InTan { 0, 0, 0 },
OutTan { -0.243562, -



Argh, sorry for the complications, i just don't totally understand, i mean this is the section i work with, right? (the bolded). And if so, how come there's so little i can change of it?
 
Level 13
Joined
Jun 3, 2004
Messages
235
Rrrr...i know the times which are relevant to which animations (its in the 'intervals' part towards the beginning of the MDL, right?)....i think...just...bah...

How does one Geosetanim specifically relate to an animation? They aren't named or numbered. Grr...i'm sorry this is so difficult for me, but i appreicate your patience.

When i make some of these differences, it either gives me a long error message when i convert it back to MDX, or it seems to have absolutely no effect.

I'm really just concerned with fixing the decay bone (maybe flesh too) animation(s), whatever makes the peices stay up after the character dies and attach peices to characters near the body.
 
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