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Content creation => Modelling and Animation => Topic started by: frezer748 on April 03, 2012, 10:14:02 pm
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Hey guys,
I Solved the Problem with the texture, but now I have other bugs.. here are they:
1. My Creature have some weird animations,what can be the problem? It's only when I near another Player, or on some Zones in Azeroth.
http://www.imagebanana.com/view/pbcg4o2 ... 220245.jpg (http://www.imagebanana.com/view/pbcg4o2z/WoWScrnShot_040312_220245.jpg" onclick="window.open(this.href);return false;)
2. I have a Question, how can I give the Creature Animations? With the mdxtom2 converter? or with Pymodeleditor, now he punch only on the ground(he reply that all time, and do nothing other) I want to make that he make the Death animation when he die. In Mdlvis I can play the Animations like death animation and so on.
http://www.imagebanana.com/view/po55v7d ... 221015.jpg (http://www.imagebanana.com/view/po55v7d8/WoWScrnShot_040312_221015.jpg" onclick="window.open(this.href);return false;)
3. Why I can't spawn the custom creature ingame? I created a new NPC in creature_template, with the new display id. But I can't spawn the NPC ingame he says me in the worldserver.exe "Creature(Entry:970000) has no model defined in table 'creature_template', can't load"" . I can just Morph into it :S
Hope you guy's can help me, if you need some Pictures from a Patch Structure or anything else, ask in this thread. Thanks!
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1 i don't know, try to rebuild model with blender + m2i
2 you can use import-animation script or use mdlvis to add custom animation o use m2mod+blender with kiljaden model as m2 input (i prefer blender)
3 insert your modelid in creature_model_info table on world database
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1 i don't know, try to rebuild model with blender + m2i
2 you can use import-animation script or use mdlvis to add custom animation o use m2mod+blender with kiljaden model as m2 input (i prefer blender)
3 insert your modelid in creature_model_info table on world database
where I get the import animation script? In mdlvis the Creature have already Animations, but I don't know how i get them Ingame that the creature make that animation when that happen, like play death animation when he die.
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Wrong bones Id order (bugged skeleton) - need fully rebuild in mdlvis, maybe you can do something similar in a blender)
95% I'm sure you can not fix this bug. (because it is quite difficult)
Alternativ path: in blender transfer meshes to Kill'jaeden anims
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viewtopic.php?f=59&t=787 (http://modcraft.io/viewtopic.php?f=59&t=787" onclick="window.open(this.href);return false;) anim importer
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http://modcraft.io/viewtopic.php?f=59&t=787 anim importer
His problem in the skeleton(most likely), animporter not help him.
in 2010, I came across this problem. However, fixed it only in 2011. (Tig has helped me understand the cause of this problem)
how wow load bones? - by bone ID
for example:
Bone ID 74 is attached to bone ID 79
Downloading model, WoW loads bones in order (for ID) (1 > 2 >3 >4 >5)
When WoW loads bone, ID 74, it checks the bone binding> bone 79 = Error (bone 79 is not already loaded)
Right way:
bone ID 79 attach to bone 74 = when bone 79 load - check binding - bone 74 = Already load.
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Wrong bones Id order (bugged skeleton) - need fully rebuild in mdlvis, maybe you can do something similar in a blender)
95% I'm sure you can not fix this bug. (because it is quite difficult)
Alternativ path: in blender transfer meshes to Kill'jaeden anims
how can I fix it exactly in mdlvis?
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convert to MDL(and open in notepad) check "bones" section at the bottom of the file.
you need ctrl +c| Ctrl +v transfer all meshes(geosets) to "Null" model, and transfer skeleton via notepad.
and from zero rebuild skeleton | from zero rebinds all bones to geosets
... yeah... hell work... Most likely you will not succeed it.
But there is another option> blender. (and transfer your model to Kill'jaeden skeleton)
But Blender does not allow animations editing
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in 2010 I had a model boss "Fleshgrinder". But it is buggy in wow
When I rotated a camera, bones moving her, looked pretty funny :D
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example for you:
Bone "unnamed" {
ObjectId 0, - BONE ID
GeosetId 1,
GeosetAnimId None,
}
Bone "bone_new0" {
ObjectId 1,
Parent 0, - PARENT ID BONE (for example bone Id 1 to bone id 0)
GeosetId 1,
GeosetAnimId None,
Rotation 7 {
Linear,
0: { 0.008725166, -0.01745174, -0.0001522899, 0.9998096 },
570: { 0.007551908, -0.01802341, -0.0001186132, 0.999809 },
4238: { -1.192093E-7, -0.008726533, 0, 0.9999619 },
5087: { 0.001808763, -0.00704509, -3.790855E-5, 0.9999735 },
6103: { 0.003973544, -0.008557322, -8.064508E-5, 0.9999555 },
7957: { 0.007391572, -0.01670015, -0.0001192689, 0.9998332 },
8583: { 0.008725166, -0.01745174, -0.0001522899, 0.9998096 },
}
}
Bone "bone_new1" {
ObjectId 2,
Parent 1,
GeosetId 1,
GeosetAnimId None,
Translation 2 {
Linear,
0: { 0.01952362, -32.04351, 0.5588379 },
8583: { 0.01952362, -32.04351, 0.5588379 },
}
}
Bone "bone_new2" {
ObjectId 3,
Parent 2,
GeosetId 1,
GeosetAnimId None,
Translation 9 {
Linear,
0: { -43.53632, -41.95377, 2.253174 },
570: { -39.3656, -25.17294, 1.990479 },
1157: { -24.69714, -16.78244, 1.540771 },
3530: { 43.33435, 0.0002746582, 0.005371094 },
4238: { 52.31793, -8.391937, -0.151123 },
4970: { 44.88483, -33.56757, 0.1081543 },
6213: { 10.77136, -63.57227, 1.142822 },
7899: { -35.51114, -41.9556, 2.132568 },
8583: { -43.53632, -41.95377, 2.253174 },
}
}
PivotPoints 4 {
{ 0, 0, 0 },
{ -17.69551, 68.32152, 845.4552 },
{ 0.06222916, 35.13099, 1353.085 },
{ -95.76398, 294.603, 2506.312 }, - this XYZ of bones in top.
}
In the skeleton of your invalid order ID (eg ID 5 to ID 4 e.t.c)
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in 2010 I had a model boss "Fleshgrinder". But it is buggy in wow
When I rotated a camera, bones moving her, looked pretty funny :D
hehe yeah same here :P
PS: Vel do you have icq/skype? It will be much easier to chat about the Creature. maybe you can send me your number via Privat message.
BTT: I will try the things right now
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1) write out to notepad all bones XYZ
2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c
3) transfer all geosets to "null" model (fully cleared model without any bugs)
4) create new bones in mdlvis from your XYZ(from notepad)
5) rebind all new bones to geosets
6) by hands via notepad transfer all animations from the old bones
7) and transfer model header( in the top of the file), for example "header" from my animated custom(convert from cata) tree model (http://imagr.eu/up/4f7b6234a9fd51_elwynnHQ22.PNG)
Version {
FormatVersion 800,
}
Model "Sword_2H_Claymore_A_01" {
NumGeosets 2,
NumGeosetAnims 2,
NumBones 4,
BlendTime 150,
}
Sequences 1 {
Anim "Stand" {
Interval { 0, 8583 },
MinimumExtent { -0.65694, -2.99915, -2.44931 },
MaximumExtent { 0.55053, 21.8227, 1.28407 },
BoundsRadius 12.4632,
}
}
If you can it is - your model will be fully working. (at least geosets)
you have icq/skype?
yes, but I'm almost always busy
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So i hope it's right
Bone "bone_b22" {
ObjectId 5,
Parent 4,
GeosetId Multiple,
GeosetAnimId None,
Rotation 2084 {
and so on, right?
and what do you mean with the steps 2,3,5,6, can you explain them accurate?
to step 2 :
2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c
should i name them only with one ID? like : Bone "1" {
Bone "2" { and so on?
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So i hope it's right
Bone "bone_b22" {
ObjectId 5,
Parent 4,
GeosetId Multiple,
GeosetAnimId None,
Rotation 2084 {
and so on, right?
and what do you mean with the steps 2,3,5,6, can you explain them accurate?
to step 2 :
2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c
should i name them only with one ID? like : Bone "1" {
Bone "2" { and so on?
Parent bone, should not have a higher ID than any attachment to it
for example:
right - ID 8 attach to ID 7
right - ID 12 attach to ID 5
right - ID 58 attach to 13
wrong - ID 17 attach to 18
wrong - ID 28 attach to 41
-----
Rename bones is a symbolic step. But it will allow you to orientate in the ID of bones.
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Parent bone, should not have a higher ID than any attachment to it
for example:
right - ID 8 attach to ID 7
right - ID 12 attach to ID 5
right - ID 58 attach to 13
wrong - ID 17 attach to 18
But I made it like you said, with id have 1 value higher than the number in the next line, or is that wrong, because in your wrong/right table it seem like mine
Btw: thought that the model bug, are a animation bug, or i comverted wrong
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(http://imagr.eu/up/4f7bbf5c50cab3_skeleton2.png)
Green arrows, I pointed the boot sequence of bones
chain of bones (1 chest> 2 shoulder> 3 elbow> 4 wrist) Each successive number shall not exceed the previous
(http://imagr.eu/up/4f7bc17abbdb07_skeleton3.png)
How it looks:
Load boneID 0 - loaded
Load bone ID 1 - loaded, parent from this bone = bone ID 0 - Bone exists in memory, binds bone 1 > 0
Load bone ID 2 - loaded, parent from this bone = bone ID 0 - Bone exists in memory, binds bone 2 > 0
Load bone ID 3 - loaded, parent from this bone = bone ID 4 - Error Bone is missing in memory, binds unable
Load bone ID 4 - loaded, parent from this bone = bone ID 5 - Error Bone is missing in memory, binds unable
Load bone ID 5 - loaded, parent from this bone = bone ID 1 - Bone exists in memory, binds bone 5 > 1
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But why did that bug created? Do you think it's maybe because the creature was designed for wc3? And how I can bypass the bug?
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http://www.youtube.com/watch?v=db8S3bERzhM (http://www.youtube.com/watch?v=db8S3bERzhM" onclick="window.open(this.href);return false;)
i think it was created for machinima and has only some animation fixed for wc3
http://www.youtube.com/watch?v=AO1lucQcVQE (http://www.youtube.com/watch?v=AO1lucQcVQE" onclick="window.open(this.href);return false;)
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http://www.youtube.com/watch?v=db8S3bERzhM
i think it was created for machinima and has only some animation fixed for wc3
http://www.youtube.com/watch?v=AO1lucQcVQE (http://www.youtube.com/watch?v=AO1lucQcVQE" onclick="window.open(this.href);return false;)
Do you think it's possible to get it bugfree in WoW when i delete the animations? This bug i mean :
http://www.imagebanana.com/view/pbcg4o2 ... 220245.jpg (http://www.imagebanana.com/view/pbcg4o2z/WoWScrnShot_040312_220245.jpg" onclick="window.open(this.href);return false;)
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i never use mdlvis, but with blender you can import vertex to kil'jaden model that use the same skeleton and change hardcoded textures, this model is a cata modified dragon-boss model that use as base the kiljaden skeleton
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i never use mdlvis, but with blender you can import vertex to kil'jaden model that use the same skeleton and change hardcoded textures, this model is a cata modified dragon-boss model that use as base the kiljaden skeleton
I never work with blender hehe so, how can I make that with the Skeleton? with Kill'jaden etc?
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you need to export your model in 3ds or obj or .blend or a format that blender can handle
use m2mod on kiljaden.m2 to create the m2i file editable with blender+ m2i plugin
change bone numbers in 3ds/obj to fit with m2i skeleton and save it, open .3ds/obj and import m2i, make parent and join mesh with m2i model and delete kiljaden geoset, save it in m2i and merge with original m2
after this you need to fix hardcoded textures, you can use pymodeleditor or m2modder.exe, i prefer m2modder because sometimes pym2 broke models
a good blender manual http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro" onclick="window.open(this.href);return false;)
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Thank you! I will try it tomorrow than.
BTW: Do you have ICQ or Skype? Than I can ask you maybe some things, if I have a Problem. :P
change bone numbers in 3ds/obj to fit with m2i skeleton and save it, open .3ds/obj and import m2i, make parent and join mesh with m2i model and delete kiljaden geoset, save it in m2i and merge with original m2
Do you can tell me that accurate? How I do that exactly??
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you need to know how bone number changes between model (for example 18 is 20 on nightelf model)
(http://s17.postimage.org/vfrzoeb3x/bone_swap1.jpg)
now you need to swap 18 with 20 in the mesh proprieties
(http://s17.postimage.org/lwiauxnlp/bone_swap2.jpg)
when you change all the bones you can import mesh on skeleton (open it and import m2i, make parent and join mesh and export it into m2i)
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you need to know how bone number changes between model (for example 18 is 20 on nightelf model)
(http://s17.postimage.org/vfrzoeb3x/bone_swap1.jpg)
now you need to swap 18 with 20 in the mesh proprieties
(http://s17.postimage.org/lwiauxnlp/bone_swap2.jpg)
when you change all the bones you can import mesh on skeleton (open it and import m2i, make parent and join mesh and export it into m2i)
You wrote Image, do you want post a Picture, or what's the meaning of it?^^
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you need to know how bone number changes between model (for example 18 is 20 on nightelf model)
[img]http://s17.postimage.org/vfrzoeb3x/bone_swap1.jpg[/img]
now you need to swap 18 with 20 in the mesh proprieties
[img]http://s17.postimage.org/lwiauxnlp/bone_swap2.jpg[/img]
when you change all the bones you can import mesh on skeleton (open it and import m2i, make parent and join mesh and export it into m2i)
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So I asked one guy, how I make it. That's my current progress in blender, but I don't know how I continue:
http://www.imagebanana.com/view/tqfr5672/blender.png (http://www.imagebanana.com/view/tqfr5672/blender.png" onclick="window.open(this.href);return false;)
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#push
So I asked one guy, how I make it exactly. That's my current progress in blender, but I don't know how I continue:
http://www.imagebanana.com/view/tqfr5672/blender.png (http://www.imagebanana.com/view/tqfr5672/blender.png" onclick="window.open(this.href);return false;)
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you don't delete bone group, just replace bone(number) with (number) of the bones of new skeleton
you need to scale your model and fit it on the skeleton i think you must try with a more simple project to know how to work with blender and skeleton/bones
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you don't delete bone group, just replace bone(number) with (number) of the bones of new skeleton
you need to scale your model and fit it on the skeleton i think you must try with a more simple project to know how to work with blender and skeleton/bones
To scale the model isn't the problem I think, but how I delete the bones, and not replace it?
or I have to replace the bones? (maybe I readed fault)