This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: [TOOL] [M2 edit] Animation Porter  (Read 5927 times)

Eluo

  • Moderators
  • Creator of Worlds
  • *****
  • Posts: 509
    • View Profile
[TOOL] [M2 edit] Animation Porter
« on: August 22, 2011, 03:00:11 am »
[center:33komqra]Animation Porter by Tigurius[/center:33komqra][/b][/u]

About this tool:.
Copys the animation of one model to another.

Additional Info:
Used in 3.x
Source Included

Download:
[attachment=0:33komqra]anim porter.rar[/attachment:33komqra]


External:

File-upload.net
Mediafire.com
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
One is a genius, the other\'s insane!

Gurluas

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 344
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #1 on: June 14, 2014, 04:37:14 am »
Apparently the source code is missing.
Can you check that it's there?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

The_Tauren

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 53
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #2 on: June 15, 2014, 04:15:16 am »
I'm actually trying to figure out how to use this tool. So far I was able to load both models, a matter of getting both the .m2's and .skin's in the same file as the .exe, but then I am clueless as what to do with swapping the animations from model 2 to model 1.

It has something to do with the bones, correct? But what I don't understand is what to do with them. For example, if I were switching the animations of a blood elf to that of a night elf, I'd load model 1 as the blood elf and model 2 as the night elf. But then what? : l

Any help is appreciated, I know this is kind of a dumb question. Thanks anyway!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

The_Tauren

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 53
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #4 on: June 15, 2014, 05:03:58 am »
How do I know which bones are corresponding? And will I have to swap each bone or is that what the port all button's for?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

The_Tauren

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 53
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #5 on: June 17, 2014, 09:51:56 pm »
I would still like some help in understanding which bones to swap.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #6 on: June 18, 2014, 05:47:08 am »
Modit, Blender or Animporter's bone tree can tell you which bones are where.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

The_Tauren

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 53
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #7 on: June 18, 2014, 02:47:38 pm »
I'm using animporter and am looking at the bone tree. Could you give me an example of how some bones are the same?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #8 on: June 19, 2014, 03:22:06 am »
Some keybones are named for example if it looks like this.
Bone7
-Bone8
--Bone9Righthand

Than bone 8 is most probably the right elbow and bone 7 the right shoulder.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

The_Tauren

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 53
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #9 on: June 19, 2014, 03:46:27 pm »
Ok thank you.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 1105
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #10 on: June 19, 2014, 04:48:52 pm »
As Phucko said

Just open your model in M2I and have a look on Bone Names or in MDLVIS they can show names both
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

Neldor

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 20
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #11 on: July 10, 2014, 08:44:07 pm »
Thanks for tool  :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

morbent

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 8
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #12 on: June 06, 2016, 12:31:56 pm »
Sorry for necroing, but the attachment no longer works. Can anyone give a copy?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 1105
    • View Profile
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

morbent

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 8
    • View Profile
Re: [TOOL] [M2 edit] Animation Porter
« Reply #14 on: June 07, 2016, 03:07:08 am »
Thanks!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »