Question About Two Models in One

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How do I deal with a model that has more than one model?
Like, for example, I have Illidan and Illidan's transformed state in one model.
I opened up mdlvis and noticed that the bone sizes for the animations where regular Illidan is there are at full size.
How do I make a separate model like transformed Illidan disappear, without making its bone size 0?
 
I'm not trying to delete it outright, but for the duration of an animation, is there anyway to remove the separate model without having to make the bone size 0. After further observation, it looks like the model's bone structure remains unaffected entirely. Oh, I see, maybe the model shares the same bones. Is there a way to make a Geoset disappear without deleting it?
 
I'm not trying to delete it outright, but for the duration of an animation, is there anyway to remove the separate model without having to make the bone size 0. After further observation, it looks like the model's bone structure remains unaffected entirely. Oh, I see, maybe the model shares the same bones. Is there a way to make a Geoset disappear without deleting it?
 
Yeah, you can just set the visibility to 0 (or more precisely, alpha set to 0). It's pretty much what they do (using the example of "IllidanEvil.mdx"):
All morphed animations are the "Alternate" ones, for example "Stand Alternate":
Anim "Stand Alternate" {
Interval { 60800, 61733 },
MinimumExtent { -204.415, -202.222, -70.2615 },
MaximumExtent { 199.402, 201.595, 263.039 },
BoundsRadius 297.561,
}
The visibility is set in geoset animations, for example for the geoset with the ID 0 (too lazy to check which one it is, but it is one of the unmorphed model):
GeosetAnim {
GeosetId 0,
Alpha 12 {
DontInterp,
60800: 0,
62800: 0,
65333: 0,
70567: 0,
71700: 0,
72867: 0,
74533: 0,
77833: 0,
84033: 1,
84833: 0,
86567: 0,
87267: 1,
}
}

So if you want to make a model visible at some point, just take the keyframes and set the alpha to 0 in its geoset animation as it has been done in that example.
 
Yeah, you can just set the visibility to 0 (or more precisely, alpha set to 0). It's pretty much what they do (using the example of "IllidanEvil.mdx"):
All morphed animations are the "Alternate" ones, for example "Stand Alternate":

The visibility is set in geoset animations, for example for the geoset with the ID 0 (too lazy to check which one it is, but it is one of the unmorphed model):


So if you want to make a model visible at some point, just take the keyframes and set the alpha to 0 in its geoset animation as it has been done in that example.

Cool, thanks.
 
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