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Content creation => Modelling and Animation => Topic started by: phucko1 on September 09, 2011, 02:49:25 pm

Title: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 09, 2011, 02:49:25 pm
Hello Modcraft. I've got a new question for you its about attachmentpoints,bones and geosets. I've created a playable ogre but It does not show boots,kilt,shoulders or head. How do I know which bone I add helm attachment to? And how do I add geosets? What tools do I need?
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: doresain on September 09, 2011, 03:16:34 pm
ogre and ogremage models have shoulder and helm attach point, you need only to fix coordinates and attached bones and you can unse pymodeleditor
but models hadn't a lot of geosets, so you need to add every single geoset with blender+m2i, or set with pymodeleditor bracers legs and boots as hairstyle 00
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 09, 2011, 04:15:03 pm
Thank you Doresain, but how do I know where to coordinate? And where in PyModelEditor do I do that? And can't I use the copy geoset tool here to give them kilt/robe/boots?
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 09, 2011, 04:27:45 pm
Well how do the coordinates work? Collumn 1 is what? Collumn 2 is? Collumn 3 is? xD
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 10, 2011, 12:02:34 am
Hmm how do I make the boots,kilt/robe to hair 00? tried to use PyMe but when I press ok and view again it still says boots and kilt instead of hair 00 :(
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: inico on September 10, 2011, 02:02:11 am
Quote from: "phucko1"
Well how do the coordinates work? Collumn 1 is what? Collumn 2 is? Collumn 3 is? xD

Edit your first post instead of multiposting D:
The position has three columns. The first one is X position, the second one is Y position and the third one is Z position.
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 10, 2011, 01:05:53 pm
And X = Right, Y = Left and Z = height?
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: schlumpf on September 10, 2011, 01:34:00 pm
Quote from: "phucko1"
And X = Right, Y = Left and Z = height?
But you know this "axis" stuff? How would "right" and "left" be two different axis?
Its just a vector with three dimensions. You can name them v1, v2, v3 or x, y, z or a, b, c or waldo, fred, tim.
The only requirement is, that they define a point in a three dimensional coordinate system. One can only do this with a minimum of three linear independent vectors. "right" and "left" would not be linear independent as its just the inverse of each other.
Left-right, back-front, up-down would be a valid system.
But: fun-fact: These names depend on the viewing angle. Rotate the object by 90 degrees and two of the just named pairs are getting swapped.
Title: Re: [QUESTION] Attachmentpoints, Bones and Geosets
Post by: phucko1 on September 11, 2011, 08:13:27 pm
Alright, my model now shows 1 shoulderpad *Cheers* but its really downscaled? And also when I go into geosets in PyModelEditor and try to rename my Boots and Kilt geoset to Hair / Root and press ok and view again it still says Kilt / Boots :( How do I make the boots and kilt geoset work?