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Nooby Animation Question

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Level 12
Joined
Dec 20, 2005
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137
First off I'd like to say that I no absolutely nothing about animating. So please explain things in simple terms :p.

I'd like to alter the Blade Master's "attack slam" animation so that he flips in midair. It seems like a fairly simple task, since im just rotating the entire unit 360 degrees halfway through the animation, so I tried experimenting with the War 3 Model Editor. Needless to say, I failed...miserably. I managed to get a bit of a turn going, but it looked horrible and he rotated horizontally instead of vertically.

Can anybody help me accomplish this? I have Milkshape but I have no idea how to use it.

The interval is 17000 - 18133.

Thanks to anybody who helps,
-wingednosering-
 
Level 27
Joined
Feb 22, 2006
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3,052
It's a lot harder than it seems. You have to make a bone as the root of all the other bones, meaning it would be farther to the left in the node manager and at the top. Then, right click and select edit node. click on Rotation. Here's where even I can get messed up: You must rotate the bone at certain frames. I don't know if this will work, but try entering this:
17000: { 0, 0, 0, 1}
17378: { 0, 0, -1.66, 1 }
177546: { 0, 0, 1.33, 1}
18132: { 0, 0, 0, 1}
I'm not sure how this will turn out, since I do not understand the 4th dimension. But try that, and tinker around with it a bit.
--donut3.5--
 
Level 12
Joined
Dec 20, 2005
Messages
137
Sorry for the long response time. I fell asleep :p.

I tried putting what you suggested into the bone that was farthest to the left..(actually it was a helper..will that make a difference??) and it didn't work. It just made him face the wrong way while playing the anim. Where would I put what donut suggested into a notepad mdl file?
 
Magos model editor and animating...

It's a lot harder than it seems. You have to make a bone as the root of all the other bones, meaning it would be farther to the left in the node manager and at the top. Then, right click and select edit node. click on Rotation. Here's where even I can get messed up: You must rotate the bone at certain frames. I don't know if this will work, but try entering this:
17000: { 0, 0, 0, 1}
17378: { 0, 0, -1.66, 1 }
177546: { 0, 0, 1.33, 1}
18132: { 0, 0, 0, 1}
I'm not sure how this will turn out, since I do not understand the 4th dimension. But try that, and tinker around with it a bit.
--donut3.5--

Magos model editor just does not work properly when trying to modify rotations.

Proof: Select Blademasters "Sword" node, press "edit node", select "Rotation",
Then without changing anything, press "OK" and go back and look at his animations.

You will see that the sword is now permanently screwed up with it's rotation. And what did you do?
Nothing.

Just by accessing the "Rotation" field and pressing OK will screw up the model.

bmscrewedupap3.jpg


You will have to use some other tool to modify animations.
 
Level 27
Joined
Feb 22, 2006
Messages
3,052
Yeah, I just remembered that for some reason it slides each value to the left by one space.
Use Ctrl + F to find Bone. Keep on going down until you see something along the lines of this:
Code:
Bone "ChainGunRotate" {
	ObjectId 30,
	Parent 0,
	GeosetId 0,
	GeosetAnimId 0,
	Rotation 5 {
		Linear,
		12107: { 0, 0, 0, 1 },
		12107: { 0, 0, 0, 1 },
		13200: { 0, 0, 0, 1 },
		13296: { 0.433013, 0.433013, -0.75, 0.25 },
		13392: { -0.433013, -0.433013, -0.75, 0.25 },
	}
}
Change your values there.
--donut3.5--
 
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