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Projects => Software Development => PyModelEditor => Topic started by: Serifaz on January 15, 2012, 07:55:21 pm

Title: [QUESTION] Pymodel editor questions
Post by: Serifaz on January 15, 2012, 07:55:21 pm
Hey I just got PyModelEditor working... Thanx Vel ! :)

I just have a few questions about it.

1: Will it import multiple M2s to the same scene?, if so how?
2: will it keep the animations of those models?
3: will it keep the texture of those models or will I need to re add them?
Title: Re: [QUESTION] Pymodel editor questions
Post by: Zim4ik on January 15, 2012, 08:07:17 pm
Its impossible with py
Title: Re: [QUESTION] Pymodel editor questions
Post by: Serifaz on January 15, 2012, 09:31:33 pm
all of it?

reason I ask is I am trying to make a new login screen... should I just use 3ds max and mdx to m2 for 3x?
Title: Re: [QUESTION] Pymodel editor questions
Post by: Vel on January 15, 2012, 09:45:39 pm
Ok, you are not completely understood.
What can make in Pymodeleditor:
* Global texture animations
* Attachments
* Geoset types (true for characters)
* Lights (but I do not remember if they fixed byTig) (I make them in 010 editor)
* Transparency
* Materials + renderflags
* You can create simple custom animations (such as a rotation of 360 degrees)



Need have to:
*Custom character models (ALL blender | MDLvis)
*Desirable for high poly doodads (like HQ animated treesbanners e.t.c)
*Custom items (Mainly for epic high level weapons and shields)
Title: Re: [QUESTION] Pymodel editor questions
Post by: Serifaz on January 15, 2012, 09:51:29 pm
ok thanx Ill just make the m2 with mdx to m2 after creating in 3ds max and then import to pymodeleditor, and animate :)
Title: Re: [QUESTION] Pymodel editor questions
Post by: Vel on January 15, 2012, 09:54:08 pm
AND you can make edit(by hands) exists animations in you models. in nodes > bone option > Translation or rotations or scaling > edit coord values (XYZscale e.t.c)
-
Later I'll write a tutor about the possibilities in pymodeleditor