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[QUESTION] WoD to WotLK helmet doesn't work properly

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Uthil:
So i manage to re-position the helmet and make it work, tho seems that the transparent area inside isn't transparent anymore and you cant see characters face. Any idea inico about it ? I followed the method of alastors for custom m2s.
I try by joining all 3 meshes into one and leave it as it is. I also discover that you can have as many texture records you want into the .obj file, kinda interesting.

Finsternis:

--- Quote from: "Uthil" ---So i manage to re-position the helmet and make it work, tho seems that the transparent area inside isn't transparent anymore and you cant see characters face. Any idea inico about it ? I followed the method of alastors for custom m2s.
I try by joining all 3 meshes into one and leave it as it is. I also discover that you can have as many texture records you want into the .obj file, kinda interesting.
--- End quote ---
All meshes into one.
Problem could be there was two or more textures in use and now just one and the vision is now on the normal helm texture.
Second differend renderflags for each mesh so you could try to transparent whole mesh and edit the texture.

Uthil:

--- Quote from: "Finsternis" ---
--- Quote from: "Uthil" ---So i manage to re-position the helmet and make it work, tho seems that the transparent area inside isn't transparent anymore and you cant see characters face. Any idea inico about it ? I followed the method of alastors for custom m2s.
I try by joining all 3 meshes into one and leave it as it is. I also discover that you can have as many texture records you want into the .obj file, kinda interesting.
--- End quote ---
All meshes into one.
Problem could be there was two or more textures in use and now just one and the vision is now on the normal helm texture.
Second differend renderflags for ech mesh so you could try to transparent whole mes and edit the texture.
--- End quote ---

So any suggestions on how to do that ? I haven't mess with the render flags in the past since didn't step on such problems. usually i overpass them. Now seems that with blizzard "brilliant" ideas i have to do it.

By the way redux can be use for items too, you might have to explain what procedure you follow on blender so someone can help you.

inico:

--- Quote from: "amoiseenok" ---I would be grateful if you will upload working blender and m2 / m2i plugins. I have working M2ModRedux, but none of all the downloaded blender versions i tried (2.49b, 2.62 and newest) could not import m2i model for some reasons. :(
--- End quote ---

That's because you didn't read the m2mod redux post. It clearly says "works on Blender 2.73".


--- Quote from: "Uthil" ---So i manage to re-position the helmet and make it work, tho seems that the transparent area inside isn't transparent anymore and you cant see characters face. Any idea inico about it ?
--- End quote ---

M2mod can flip the renderflags after import, specially in retroported stuff.
Try opening the model skin file and assigninf the correct renderflag to that geoset.

Other thing you can do to skip blender (only takes a few seconds):
-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to translation and create a new linear animation with the global sequence you just created:

--- Code: ---0:{ -0.0587258 , 0.0 , -0.18623257 }
1234:{ -0.0587258 , 0.0 , -0.18623257 }
--- End code ---

[media:2qzvkif5]https://www.youtube.com/watch?v=1WRhMITtT48[/media:2qzvkif5]



This should put the model in the right position. I was working on a 010editor script to do this automatically but it's not working correctly and I have no time to finish it, so it has to be done manually.
For some reason helmets are a little bit bigger in Legion. Maybe it has something to do with the new face animation system...I don't know. You can make a scaling animation with global sequence as well if you want.
If the model has multiple bones or particles, bind them to the base bone, or edit all of them.
I've only tried this on human male helmets, don't know if the translation coords are exactly the same for the other races (in case they are wrong, just change them).

Uthil:
Thanks mate. Going to play with ti and test it. :)  :)  ;)

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