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Author Topic: [QUESTION] Custom Creature Bugs  (Read 8685 times)

frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #15 on: April 04, 2012, 02:57:37 pm »
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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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #16 on: April 04, 2012, 03:37:41 pm »


i think it was created for machinima and has only some animation fixed for wc3

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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #17 on: April 04, 2012, 05:31:18 pm »
Quote from: "doresain"


i think it was created for machinima and has only some animation fixed for wc3



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
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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #18 on: April 04, 2012, 08:16:54 pm »
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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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #19 on: April 05, 2012, 12:10:09 am »
Quote from: "doresain"
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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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #20 on: April 05, 2012, 01:39:47 am »
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
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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #21 on: April 05, 2012, 03:02:32 am »
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


Quote
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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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #22 on: April 05, 2012, 08:55:16 pm »
you need to know how bone number changes between model (for example 18 is 20 on nightelf model)

now you need to swap 18 with 20 in the mesh proprieties

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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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #23 on: April 05, 2012, 11:13:03 pm »
Quote from: "doresain"
you need to know how bone number changes between model (for example 18 is 20 on nightelf model)

now you need to swap 18 with 20 in the mesh proprieties

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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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #24 on: April 05, 2012, 11:40:53 pm »
Code: [Select]
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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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #25 on: April 09, 2012, 10:25:15 pm »
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
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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #26 on: April 11, 2012, 07:23:17 pm »
#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
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doresain

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Re: [QUESTION] Custom Creature Bugs
« Reply #27 on: April 15, 2012, 03:44:57 am »
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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frezer748

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Re: [QUESTION] Custom Creature Bugs
« Reply #28 on: April 21, 2012, 02:49:10 pm »
Quote from: "doresain"
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)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »