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Messages - frezer748

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31
Quote from: "Vel"
At the moment, you know, only about 20% on what you owe. So that all of the problems ahead.


But if the thing with the animation work, the creature is close finish, isn't it? Only some fine edits after this, are need, right? Like the portrait icon and so on.

32
Ok I will test it tomorrow than, Thank you very much for taking time to write this interesting and in detail wrote text. Hope it will work now . :)

33
Quote
Most likely it will not work  :)
bone from ID 0 = Root bone
But it not bound to a single vertex, and when convert (to mdx) goes into  the helper category
(almost all models of blizzard)

Do you remember what I told you on loading of bones in the wow skeleton?


Yeah I remember, but I don't really understand it :S I send you some time ago, some pictures what I done on the model, for example there was a picture where you can see what I entered into the mdxtom2 converter, and you said it should work, but it don't :( Can I send you maybe the Model, and you can take a look, if you find the problem why it don't work with two animations ingame? Well in modelviewer, I see the stand animation and the walk animation, but when I try to morph into it, the game crash :(

34
Quote from: "Vel"
copy+paste own model to blizzard skeleton
i think this is much easier than manually move skeleton to own model



OK great, I will give it a try. Hope my model works with blizzard bones/animations, because on the custom animations the game crash, only the stand animation work, so I think it's the second animation which is buggy.




PS: How did you give the elemental wotlk animations?

35
Quote from: "Vel"
you need download the burning crusade

then open archive, for example Expansion.MPQ then extract to... then open in MDlvis,

- Ok mdlvis can open only .m2 tbc files, where I find the tbc models exactly? Because I have only a WOTLK Folder, so I have to make a seperate Folder with only tbc in it? and loat the models from the tbc folder than?

fire revenant from wotlk:
[youtube:16ge8ja0]http://www.youtube.com/watch?v=cRDL58WfXOo[/youtube:16ge8ja0]


okay, I download it right now,  and how do I copy&paste the bones from blizzard models to custom models, I have to copy the Positions of the Bones on the blizzard model and past them into my custom model?



PS: How did you copy the animations of a wotlk model? O.O

36
Quote from: "Vel"
you can open M2 models from tbc in mdlvis with all anims and bones and then save it to mdxmdl


Yeah so than I have the  "tbcmodel.mdx" but I want to copy the bones/animations of this model / blizzard model to a custom Model, so how I do that exactly, can I copy the positions of the bones and Animations from the blizzard model and past them into my custom model, so that my model have the same animations/bones like the blizzard one.

For example your wolf, have also Bllizzard Animations/bones the same I want to make with my custom model too.






#2 : When I try to open a .m2 File in mdlvis he say me :

http://i.minus.com/ibmkhRfFAYwnJN.jpg


- Ok mdlvis can open only .m2 tbc files,  where I find the tbc models exactly? Because I have only a  WOTLK Folder, so I have to make a seperate Folder with only tbc in it? and loat the models from the tbc folder than?

37
Hello modcraft,


I want to ask you if it's possible to copy Bones and Animations from a blizzard model to a custom Model. For example copy the bones and Animations of a Bloodelf model from blizzard to a custom bloodelf model. When it's possible, how I do that exactly, is there any Tool I have to use for it? My first thought was to copy & past the Lines from the bones , from model to model via text editor (.mdl)

38
Hello guys,


I want ask you how to make a custom riding (ground) mount, with a custom display id of a model, well I took a look into the spell.dbc but I don't find the table where I have to enter the display (morph) id of the custom model or things like that, so where I have to enter the display (morph) Id of my custom model into the spell.dbc? Because I have to make a custom Spell to summon the mount  / to add it into my mount window.

39
You forgot to say which Database, Creature_template, Gameobject_template and so on.

40
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 21, 2012, 02:49:10 pm »
Quote from: "doresain"
you don't delete bone group, just replace bone(number) with (number) of the bones of new skeleton
you need to scale your model and fit it on the skeleton i think you must try with a more simple project to know how to work with blender and skeleton/bones

To scale the model isn't the problem I think, but how I delete the bones, and not replace it?

or I have to replace the bones? (maybe I readed fault)

41
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 11, 2012, 07:23:17 pm »
#push


So I asked one guy, how I make it exactly. That's my current progress in blender, but I don't know how I continue:


http://www.imagebanana.com/view/tqfr5672/blender.png

42
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 09, 2012, 10:25:15 pm »
So I asked one guy, how I make it. That's my current progress in blender, but I don't know how I continue:


http://www.imagebanana.com/view/tqfr5672/blender.png

43
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 05, 2012, 11:13:03 pm »
Quote from: "doresain"
you need to know how bone number changes between model (for example 18 is 20 on nightelf model)

now you need to swap 18 with 20 in the mesh proprieties

when you change all the bones you can import mesh on skeleton (open it and import m2i, make parent and join mesh and export it into m2i)


You wrote Image, do you want post a Picture, or what's the meaning of it?^^

44
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 05, 2012, 03:02:32 am »
Thank you! I will try it tomorrow than.


BTW: Do you have ICQ or Skype? Than I can ask you maybe some things, if I have a Problem. :P


Quote
change bone numbers in 3ds/obj to fit with m2i skeleton and save it, open .3ds/obj and import m2i, make parent and join mesh with m2i model and delete kiljaden geoset, save it in m2i and merge with original m2

Do you can tell me that accurate? How I do that exactly??

45
Modelling and Animation / Re: [QUESTION] Custom Creature Bugs
« on: April 05, 2012, 12:10:09 am »
Quote from: "doresain"
i never use mdlvis, but with blender you can import vertex to kil'jaden model that use the same skeleton and change hardcoded textures, this model is a cata modified dragon-boss model that use as base the kiljaden skeleton


I never work with blender hehe so, how can I make that with the Skeleton? with Kill'jaden etc?

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