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Need a portrait

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Level 3
Joined
Jun 9, 2007
Messages
19
I have an old model that unfortunately doesn't have a portrait, if u think that maybe u can make me one, that'd be just awesome:infl_thumbs_up:
 
Level 3
Joined
Jun 9, 2007
Messages
19
you didn't have to be an asshole about it

i just forgot cuz javascript has been disabled on my comp since we installed norton and parents wont let me take it off -.-

that being the case, theres no add-attachments button
so i guess i could just email it
 
Level 27
Joined
Feb 22, 2006
Messages
3,052
You're going to need two things, Oinkerwinkle's Animation transfer and Magos.
1.) Convert the model to .mdl
2.) Go to Oinkerwinkle's Animation Transfer.
3.) Load the model as the base AND the track
4.) Transfer single animation (stand)
5.) Save, and open in Magos.
6.) Adjust the viewport in Magos so its to a view of your liking.
7.) Open up the Camera Manager in Magos
8.) Right click and select create camera from current view.
9.) Go to sequence manager, and rename the second stand animation to be named Portrait !
10.) If you want, you can use Vertex Modifier to add a replaceable ID1 background, but that's optional.
11.) Test ingame, and make amends.
If I forgot anything, tell me.
--donut3.5-
 
Last edited by a moderator:
You're going to need two things, Oinkerwinkle's Animation transfer and Magos.
1.) Convert the model to .mdl
2.) Go to Oinkerwinkle's Animation Transfer.
3.) Load the model as the base AND the track
4.) Transfer single animation (stand)
5.) Save, and open in Magos.
6.) Adjust the viewport in Magos so its to a view of your liking.
7.) Open up the Camera Manager in Magos
8.) Right click and select create camera from current view.
9.) Go to sequence manager, and rename the second stand animation to be named Portrait ! Read below !
10.) If you want, you can use Vertex Modifier to add a replaceable ID1 background, but that's optional.
11.) Test ingame, and make amends.
If I forgot anything, tell me.
--donut3.5-

Better then renaming a stand animation, is adding the portrait tag.

Example: If you have a model with stand and stand - 2 animation, rename the first animation to stand - 1 Portrait. That's better then killing one animation, meaning the renaming animation will not be shown ingame, because Warcraft III engine cannot read 'Portrait' tags only.
As generic rule you can say that when you add the portrait tag, you have to rename all stand animations to e.g. 'stand - 1 portrait', 'stand - 2', 'stand - 3', ....
 
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