1 i don't know, try to rebuild model with blender + m2i2 you can use import-animation script or use mdlvis to add custom animation o use m2mod+blender with kiljaden model as m2 input (i prefer blender)3 insert your modelid in creature_model_info table on world database
http://modcraft.io/viewtopic.php?f=59&t=787 anim importer
Wrong bones Id order (bugged skeleton) - need fully rebuild in mdlvis, maybe you can do something similar in a blender)95% I'm sure you can not fix this bug. (because it is quite difficult)Alternativ path: in blender transfer meshes to Kill'jaeden anims
Bone "unnamed" { ObjectId 0, - BONE ID GeosetId 1, GeosetAnimId None,}Bone "bone_new0" { ObjectId 1, Parent 0, - PARENT ID BONE (for example bone Id 1 to bone id 0) GeosetId 1, GeosetAnimId None, Rotation 7 { Linear, 0: { 0.008725166, -0.01745174, -0.0001522899, 0.9998096 }, 570: { 0.007551908, -0.01802341, -0.0001186132, 0.999809 }, 4238: { -1.192093E-7, -0.008726533, 0, 0.9999619 }, 5087: { 0.001808763, -0.00704509, -3.790855E-5, 0.9999735 }, 6103: { 0.003973544, -0.008557322, -8.064508E-5, 0.9999555 }, 7957: { 0.007391572, -0.01670015, -0.0001192689, 0.9998332 }, 8583: { 0.008725166, -0.01745174, -0.0001522899, 0.9998096 }, }}Bone "bone_new1" { ObjectId 2, Parent 1, GeosetId 1, GeosetAnimId None, Translation 2 { Linear, 0: { 0.01952362, -32.04351, 0.5588379 }, 8583: { 0.01952362, -32.04351, 0.5588379 }, }}Bone "bone_new2" { ObjectId 3, Parent 2, GeosetId 1, GeosetAnimId None, Translation 9 { Linear, 0: { -43.53632, -41.95377, 2.253174 }, 570: { -39.3656, -25.17294, 1.990479 }, 1157: { -24.69714, -16.78244, 1.540771 }, 3530: { 43.33435, 0.0002746582, 0.005371094 }, 4238: { 52.31793, -8.391937, -0.151123 }, 4970: { 44.88483, -33.56757, 0.1081543 }, 6213: { 10.77136, -63.57227, 1.142822 }, 7899: { -35.51114, -41.9556, 2.132568 }, 8583: { -43.53632, -41.95377, 2.253174 }, }}PivotPoints 4 { { 0, 0, 0 }, { -17.69551, 68.32152, 845.4552 }, { 0.06222916, 35.13099, 1353.085 }, { -95.76398, 294.603, 2506.312 }, - this XYZ of bones in top.}
in 2010 I had a model boss "Fleshgrinder". But it is buggy in wowWhen I rotated a camera, bones moving her, looked pretty funny
Version { FormatVersion 800,}Model "Sword_2H_Claymore_A_01" { NumGeosets 2, NumGeosetAnims 2, NumBones 4, BlendTime 150,}Sequences 1 { Anim "Stand" { Interval { 0, 8583 }, MinimumExtent { -0.65694, -2.99915, -2.44931 }, MaximumExtent { 0.55053, 21.8227, 1.28407 }, BoundsRadius 12.4632, }}
Quoteyou have icq/skype?
you have icq/skype?
Bone "bone_b22" { ObjectId 5, Parent 4, GeosetId Multiple, GeosetAnimId None, Rotation 2084 {
2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c
So i hope it's rightQuoteBone "bone_b22" { ObjectId 5, Parent 4, GeosetId Multiple, GeosetAnimId None, Rotation 2084 {and so on, right?and what do you mean with the steps 2,3,5,6, can you explain them accurate?to step 2 :Quote2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c should i name them only with one ID? like : Bone "1" { Bone "2" { and so on?