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Content creation => Modelling and Animation => Topic started by: abdalrahman9 on January 01, 2015, 08:10:09 am

Title: [SOLVED] Conversion of Animation
Post by: abdalrahman9 on January 01, 2015, 08:10:09 am
So i have been working on converting animations as of late and i have stumbled upon a problem. I have attempted to solve it through many means which only ended up in failure. I will state the steps I took and if anyone is willing to help, I will be in his debt.

Steps:
1. Firstly, I took the custom model and edited it in 3ds max. Used modifiers such as Bend and FFD 3x3x3 to shape it to my liking. Than the last step in 3ds max was exporting it with the following settings:
(http://i.imgur.com/6qrYFQe.png)
2. Imported the wow model and custom model in blender
3. Set the sub meshes of the custom model to the ArmatureRoot
4. Creating a couple of duplicates of the original wow model, i joined each custom sub mesh with a single copy of the original model. (In the beginning, i forgot to copy the location of the two and than move the original mesh away before joining them together.Only after painting them did i do it.)
5. Weightpainting the appropriate locations corresponding to the original model. (In example would be if bone 4 was for the hand in the original wow model, than i would paint the hand of the custom model)
6. Made sure that every vertex was painted with pose mode
7. After that, i joined all the sub meshes.
8. I than took an original mesh from the wow model (not a duplicate) and coped the locations of one another. Moving the original wow mesh before I joined the custom mesh with the wow mesh.
8. Positioning it properly in the place of the wow model, the original mesh was deleted as it was no longer needed which only left the custom mesh.
9. The model was than exported as a m2i
10. Finally,when I used the m2mod3, i got this error:
(http://i.imgur.com/g9FeQf5.png)
Any help would be greatly appreciated.
Title: Re: Conversion of Animation
Post by: abdalrahman9 on January 02, 2015, 07:33:36 am
Having started all over again and with a new model, i have come to the same problem. However, this time, i have played around with it a bit as i had separated the model into sub meshes and i soon found out that a couple of sub meshes are the problem. When i deleted the sub meshes such as (upper body, legs, hands, and head) and left clothes and hair and simple things, it worked. What i think the problem is is that there are vertices inside the sub mesh which is surrounded by an outer layer of vertices. This would prevent me from painting it in weightpaint. I am not sure how i am suppose to reach them as cutting the mesh even more would only bring more problems.
Title: Re: Conversion of Animation
Post by: abdalrahman9 on January 02, 2015, 10:26:56 pm
I know it seems as if i am talking to my self but i found out something else. Every time i export a m2i file that is larger than 45kb and try to convert it with M2mod3, it crashes. When i export the main parts separately by themselves it works, but when the file is larger is 45kb it crashes. This means that every single mesh works perfectly by itself though together they don't. I am still attempting to figure things out.
Title: Re: Conversion of Animation
Post by: phantomx on January 02, 2015, 10:47:31 pm
Quote from: "abdalrahman9"
I know it seems as if i am talking to my self but i found out something else. Every time i export a m2i file that is larger than 45kb and try to convert it with M2mod3, it crashes. When i export the main parts separately by themselves it works, but when the file is larger is 45kb it crashes. This means that every single mesh works perfectly by itself though together they don't. I am still attempting to figure things out.

You're problem is that your model is very likely to have more polygons/faces then the base model so before trying to convert your m2i to m2 make sure in 010 editor that nParticleEmitters and ofsParticleEmitters are set to 0 if not set them to 0 save and then it should work.
Title: Re: [PROBLEM] Conversion of Animation
Post by: abdalrahman9 on January 03, 2015, 04:51:25 am
Ow my, it worked! Thank you very much, but what i am wondering about is what does the particales have to do with the number of polys of the model?

PS: Seriously, Thank you PhantomX!