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Author Topic: [QUESTION] AnimPort  (Read 2855 times)

gorq

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[QUESTION] AnimPort
« on: June 10, 2011, 06:34:53 am »
I'm doing some tests with anim porting. So i need to know if i'm doing all work ok or i'm wrong.

I have tried to port animations from murloccostume to murloc and adding new ones.

When i try to make it with the old way, it ports the animations quite good. It has a little problem with translaton but all almost ok. But when i try to make the same with animporter GUI i do not get the same results. Animations are really bugged.

I have tried to port all animations and then add some animations to the same model but it does not work. I have tried to replace the original input murloc file to the new one on each animation added. It brokes the model.

The model gets broken too if i try to use examples and animporterGUI in the same model.

I use the keybones from raceinfo.py and 0 1 2 from other bones at each model.

Please give me some rules to work with it. Thanks

Edit: now i know bout key and single bones and how to use them on animport but i have noticed that all anims ported or added are half animatedm for example when u port "walk" it makes the half of the anim (only one step).

I think it could be a bug.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »