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Author Topic: .anim files  (Read 1544 times)

Ohai

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.anim files
« on: September 07, 2014, 06:08:23 am »
Ok sorry so many questions, but can anyone tell me if I'm about to change a model I opened the art.mpq and found the characters .m2 files and .anim .skin .blp files. Do I have to change those anim files or just the M2?

It says here http://www.sc2mapster.com/forums/resour ... r-3ds-max/ that I should change the AnimationData.dbc. Is that all, and if I have to change the anim files what tool should I use for that?
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phantomx

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Re: .anim files
« Reply #1 on: September 07, 2014, 06:10:04 am »
Most race animations are bound to the m2 not the .anim files.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Ohai

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Re: .anim files
« Reply #2 on: September 07, 2014, 06:16:21 am »
ok awsome phantomx and can you tell me please what i was asking in the other thread,, so if i made a custom model and im replacing it with the belfmale.m2 and its geosets.
So does it matter the names of the geosets, in mdlvis I cant name the first default geoset 0, and in model viewer shows each geoset: 0(name of geoset).. 1(geoset name)..2(name)..  etc does that matter and if so where could i change the names of the geosets?
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phantomx

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Re: .anim files
« Reply #3 on: September 07, 2014, 06:28:45 am »
I'm not sure I don't use Mdlvis, you could try asking Phucko1 he uses Mdlvis, I use blender.
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Ohai

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Re: .anim files
« Reply #4 on: September 07, 2014, 09:20:03 am »
And in another thread you said that its best taking animations from another ingame model and just slap your custom model on the bones right?

Well how do I open a .m2 with all animations, becuase mdlVis is giving me a 'acces violation' error when I try opening the .m2 I extracted from art.mpq
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Alastor

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Re: .anim files
« Reply #5 on: September 07, 2014, 10:51:19 am »
MDLVIS is able to load only M2s from base and TBC
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Rangorn

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Re: .anim files
« Reply #6 on: September 08, 2014, 03:59:46 pm »
There is a converter for M2 wotlk => M2 BC but i don't know if this work with mdlvis
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