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Author Topic: [QUESTION] How to add ingame anims to new custom model  (Read 2487 times)

ninji210

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[QUESTION] How to add ingame anims to new custom model
« on: October 03, 2014, 07:37:04 pm »
Pls How can i do this.... I have created m2 custom model
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #1 on: October 04, 2014, 03:05:43 pm »
TEXT BY PHUCKO
............................
1. Export your model to Wavefront .OBJ from 3dsmax/Blender/Maya or other 3D Modelling tool you are using.
Import this model into Milkshape 3D and then export it using the MDL Exporter.
2. Now your model should be able to open in MDLVIS. If it is not, look at my tutorial for unanimated models for more information on converting OBJ > MDX/MDL. Open your model in MDLVIS, select all vertices and hit F2 to check if the UV-Map is alright.
3. If everything looks okey, simply close this model down and then open the Ogre.m2 model. Save it down as Ogre.MDL.
4. Now open your model again, select all vertices and hit CTRL-C or Edit > Copy.
5. Open the Ogre.MDL and paste your model to this model and then click detach as new geoset.
6. Now delete all the geosets of the ogre model so only you're part is left.
7. Go into Sequence Editor and then delete all the bones of the Ogre model aswell as all the animations.
8. Now make your own skeleton by hitting CTRL-B to make an armature/bone. Remember to attach vertices to bones.
9. You have to build your skeleton in a specific way otherwise it won't work. This picture explains it a little bit but it is not as complicated as the picture looks like.
10. When you have your skeleton done you can start making your animations, the only thing I can give you a tip for about this is copy the first frame of the animation to the last frame, otherwise your animations will look weird in-game even if it looks good in MDLVIS.
11. Once you've done all these things you can finally use the MDXTOM2 converter, simply drop your model on it and it will give you a m2 and a skin file. Open the model in WoWModelViewer and you will see that all animations are now named "Stand". This will be bad in-game since the game won't know when to do your animations, since they're all listed as stand. To fix this:
Open your model in 010editor and go to the sAnimations section at the bottom and simply change their type of animation to Run, Walk whatever. But you must also change their id in the AnimationLookup_Table.
12. Use the PythonResizer and your model should be resized to good size and now it should work in-game.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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phucko1

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #2 on: October 04, 2014, 04:13:39 pm »
How YOU can do this? Well in full honesty you probably can't. Atleast not in a few weeks.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ninji210

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #3 on: October 04, 2014, 04:18:37 pm »
Thx
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Alastor

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #4 on: October 04, 2014, 05:08:09 pm »
Phucko :D ...

I know that someone like him will never reach SKill of " making custome anims "
if he is asking for Infos ... let him get those but clearly ... do you think that he will understand to them ? :D

Custome anims ... Highest knowleadge of making custome models ...

thats like absolving Hardward :D
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Simping

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #5 on: October 04, 2014, 06:26:49 pm »
Quote from: "dahaga"
Phucko :D ...

I know that someone like him will never reach SKill of " making custome anims "
if he is asking for Infos ... let him get those but clearly ... do you think that he will understand to them ? :D

Custome anims ... Highest knowleadge of making custome models ...

thats like absolving Hardward :D
We all gotta start somewhere, don't we?
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Alastor

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #6 on: October 04, 2014, 06:56:30 pm »
Yeh ... but not this way...

Heyáá plz mates plz m8 how to make an nuclear missle im 10 year old so i need to blas my frund for cheating in super mlg mario

I hope you know what i mean
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Ohai

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #7 on: October 06, 2014, 01:21:22 pm »
Quote from: "phucko1"
How YOU can do this? Well in full honesty you probably can't. Atleast not in a few weeks.


Well can you explain why couldnt he do it in a couple of weeks? I mean if he has to create alot of bones and then make the animations with the bones, it might take time but I dont see why not?

And a question I have MDLVIS 1.40 Eng and everytime I press sequence editor to go to the animations I get ERROR or when I'm opening a animated model error? Do I have to get another version or what?
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Alastor

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #8 on: October 06, 2014, 04:28:22 pm »
You want to work with MDLVIS ? and make custome anims ? K you can but for 1st you need to know about ((2^31)-1) of problems that you can get and that you need to avoid
-GG WP
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Ohai

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #9 on: October 07, 2014, 06:24:59 am »
Quote from: "dahaga"
you need to know about ((2^31)-1) of problems that you can get and that you need to avoid
-GG WP

Avoid what, and how come I get errors in sequence editor do you get that?
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Alastor

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Re: [QUESTION] How to add ingame anims to new custom model
« Reply #10 on: October 07, 2014, 06:58:51 pm »
You think the Answer is that simply ? that depends on your model every error is only fail by you those Soft works exactly how they should work ........

You are not asking Whats the problem of Anim Sequences
You are asking for Where you did mystake

honesly without teacher or guide we are all facked up
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9