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Author Topic: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating  (Read 2788 times)

pallam

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[QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« on: December 02, 2016, 10:22:39 pm »
So, get a little question - how to create a two models of warglaves? For RightHand and for LeftHand?
We can get from Legion only RH model. I need to rotate it for LeftHand - what I need to use? (I don't wanna break a animations..)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Amaroth

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #1 on: December 02, 2016, 10:31:28 pm »
Open it in a 3D editor, set its width scale to -1, export result back into M2. Use it as a left handed model for a left handed weapon. Simple to say, may be harder to do if weapon has particle effects and stuff like that.
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pallam

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #2 on: December 02, 2016, 11:24:37 pm »
Yup, Legion [Warglaves] has a particles system, and this do some problems
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inico

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #3 on: December 03, 2016, 01:06:32 am »
Quote from: "pallam"
So, get a little question - how to create a two models of warglaves? For RightHand and for LeftHand?
We can get from Legion only RH model. I need to rotate it for LeftHand - what I need to use? (I don't wanna break a animations..)

-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to rotation and create a new linear animation with the global sequence you just created:
Code: [Select]
0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

(Similar to what I did in , but click on rotation instead of translation and put the rotation coords from above)

This method will keep particles and animations untouched.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

pallam

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #4 on: December 03, 2016, 09:18:12 am »
[attachment=0:10kcrzg1]image.PNG[/attachment:10kcrzg1]
[attachment=5:10kcrzg1]image.PNG[/attachment:10kcrzg1]
[attachment=4:10kcrzg1]image1.PNG[/attachment:10kcrzg1]
[attachment=3:10kcrzg1]image2.PNG[/attachment:10kcrzg1]
[attachment=2:10kcrzg1]image3.PNG[/attachment:10kcrzg1]
[attachment=1:10kcrzg1]image4.PNG[/attachment:10kcrzg1]

Or I missed something, or this doesn't working...
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Uthil

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #5 on: December 03, 2016, 12:55:22 pm »
And did you saved the file byt overwriting it ? Common sense, no save no changes  ;)  ;)
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pallam

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #6 on: December 03, 2016, 04:09:08 pm »
yeah, I did.
in-game - no rotation
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pallam

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #7 on: December 03, 2016, 05:05:00 pm »
I got another way to rotate it
[attachment=0:3qrqnquu]Снимок.PNG[/attachment:3qrqnquu]
Texture missed, I know =D
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inico

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #8 on: December 03, 2016, 05:17:34 pm »
Quote from: "pallam"
Or I missed something, or this doesn't working...

Changes are not visible in pymodeleditor's viewport because it doesn't play animations. What you are doing is creating a rotation animation. If your model has multiple bones, bind all bones to the bone 0.

Just tested it, and works perfectly:
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reidospalas

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #9 on: February 08, 2017, 02:00:07 am »
Quote from: "inico"
Quote from: "pallam"
So, get a little question - how to create a two models of warglaves? For RightHand and for LeftHand?
We can get from Legion only RH model. I need to rotate it for LeftHand - what I need to use? (I don't wanna break a animations..)

-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to rotation and create a new linear animation with the global sequence you just created:
Code: [Select]
0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

(Similar to what I did in , but click on rotation instead of translation and put the rotation coords from above)

This method will keep particles and animations untouched.

So... when i do it the items just get invisible ingame and i can't see them :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

FUchisco

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Re: [QUESTION] [Leagion] -> [WotLk] WarGlaves Rotating
« Reply #10 on: January 02, 2018, 03:54:05 am »
Hi,
What does "bind all bones to the bone 0." mean ?
Should I put 'Parent:Bone0' on all other bones (bones 1+) ?
Because I'm having some issues... I rotated the model but my character does not hold it well in his hand :/ (see png)

Thanks