Forums WoW Modding Discussion Modeling [Archive] Pixie Animations and progress

[Archive] Pixie Animations and progress

[Archive] Pixie Animations and progress

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rektbyfaith
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12-30-2015, 11:14 PM
#11
Archived author: Serifaz • Posted: 2015-12-30T23:14:31+00:00
Original source

thanx vel btw do you know why when I try to rig my model when I get to the 4th bone it crashes the conversion nomatter what I do .
rektbyfaith
12-30-2015, 11:14 PM #11

Archived author: Serifaz • Posted: 2015-12-30T23:14:31+00:00
Original source

thanx vel btw do you know why when I try to rig my model when I get to the 4th bone it crashes the conversion nomatter what I do .

rektbyfaith
Administrator
0
12-31-2015, 02:39 AM
#12
Archived author: Vellear • Posted: 2015-12-31T02:39:33+00:00
Original source

there is an awful English, i was in a hurry and had done a lot of mistakes, besides, i very rarely write so large posts
Quote: I try to rig my model
which editor

which skeleton (wow-based or custom)
Quote: when I get to the 4th bone it crashes the conversion nomatter what I do .
you mean mdx to m2?

I will say this, with a probability of 95%, your skeleton will never work properly. You need to know the rules for constructing the skeleton for wow.

You always should do your model in MDL format, never in MDX.

Each bone of skeleton always have a object ID, this ID should be higher than previous in the skeleton.

Example:

[Image: Tl2bQ_RightAndWrong.png]

those who are in a hurry, never be able to convert into m2 Believe to my word.

what is a bone\helpers?

helper this is always bone without any binded verticles its objectID.

Events goes after a bones, so it is always his number will be always higher then in skeleton (for example if your skeleton has 10 bones (0-9), because helper automatically get a number 11

usually i bind the skeleton in several stages:

1. Full unbind skeleton from the old model(blizzard)

2. Delete this old model

3. Create a temproary one "all bone" and bind each verticle of your model

4. Resave it (when you save model with empty-binded bones, they converts to helpers, and get new numbers

    we got a clear skeleton  consisting entirely of helpers + our custom "all bone"

5. Each good model should have a root bone, but this bone never have any binded verticles ... and? yes, mdlvis always to convert it in helper with number (higher than the final bone ID). in fact, these bones of a few more, they should be always binds, if we talk about fanmade modding, and based in war3 infrastructure. How to solve this problem? create a triangle(why triangle? if you create a single verticle - mdlvis can delete it as excess geometry in saving process. But not the triangle) compress the griangle into one point, and place to XYZ000, when you decide to start binds the skeleton - make sure, that each your bone have atleast one binded verticle, or you get a result from my image "wrong" All these bones are binds with triangle and never become helpers

You probably wonder what would happen if we mixed up the bone IDs?

[Image: giphy.gif]

the truth is you anyway do not like the result.

next is a little bit easier. In queue - bind each bone. they should turned to the bone in the correct order from helpers to bones, so you get the correct sequence from the green example from top of the post.

about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h

Only then theoretically your model begins to load in the game without crashes or other strange bugs like 0 FPS. However, the animation will be look terrible, how terrible?

[Image: jW1KY_2011.gif](my andric legionary from Wargate, 2011)

but here it came 1-2% of wow modders, because I'll tell you about fixing only when I see a similar result from your model.

small bonus:

http://www.youtube.com/watch?v=4w9XgsjPEKI

Edited December 31, 2015 by Vellear
rektbyfaith
12-31-2015, 02:39 AM #12

Archived author: Vellear • Posted: 2015-12-31T02:39:33+00:00
Original source

there is an awful English, i was in a hurry and had done a lot of mistakes, besides, i very rarely write so large posts

Quote: I try to rig my model
which editor

which skeleton (wow-based or custom)
Quote: when I get to the 4th bone it crashes the conversion nomatter what I do .
you mean mdx to m2?

I will say this, with a probability of 95%, your skeleton will never work properly. You need to know the rules for constructing the skeleton for wow.

You always should do your model in MDL format, never in MDX.

Each bone of skeleton always have a object ID, this ID should be higher than previous in the skeleton.

Example:

[Image: Tl2bQ_RightAndWrong.png]

those who are in a hurry, never be able to convert into m2 Believe to my word.

what is a bone\helpers?

helper this is always bone without any binded verticles its objectID.

Events goes after a bones, so it is always his number will be always higher then in skeleton (for example if your skeleton has 10 bones (0-9), because helper automatically get a number 11

usually i bind the skeleton in several stages:

1. Full unbind skeleton from the old model(blizzard)

2. Delete this old model

3. Create a temproary one "all bone" and bind each verticle of your model

4. Resave it (when you save model with empty-binded bones, they converts to helpers, and get new numbers

    we got a clear skeleton  consisting entirely of helpers + our custom "all bone"

5. Each good model should have a root bone, but this bone never have any binded verticles ... and? yes, mdlvis always to convert it in helper with number (higher than the final bone ID). in fact, these bones of a few more, they should be always binds, if we talk about fanmade modding, and based in war3 infrastructure. How to solve this problem? create a triangle(why triangle? if you create a single verticle - mdlvis can delete it as excess geometry in saving process. But not the triangle) compress the griangle into one point, and place to XYZ000, when you decide to start binds the skeleton - make sure, that each your bone have atleast one binded verticle, or you get a result from my image "wrong" All these bones are binds with triangle and never become helpers

You probably wonder what would happen if we mixed up the bone IDs?

[Image: giphy.gif]

the truth is you anyway do not like the result.

next is a little bit easier. In queue - bind each bone. they should turned to the bone in the correct order from helpers to bones, so you get the correct sequence from the green example from top of the post.

about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h

Only then theoretically your model begins to load in the game without crashes or other strange bugs like 0 FPS. However, the animation will be look terrible, how terrible?

[Image: jW1KY_2011.gif](my andric legionary from Wargate, 2011)

but here it came 1-2% of wow modders, because I'll tell you about fixing only when I see a similar result from your model.

small bonus:

http://www.youtube.com/watch?v=4w9XgsjPEKI

Edited December 31, 2015 by Vellear

rektbyfaith
Administrator
0
12-31-2015, 07:38 AM
#13
Archived author: Serifaz • Posted: 2015-12-31T07:38:14+00:00
Original source

I am trying to rig the model in mdlvis

and Im trying to make a wow based skeleton

I already knew the bone structure.

It just isn't accepting it.

I get to the 4th bone and it doesn't matter how it is attached it does not convert nomatter what.

I know its super confusing but its not working.

I am converting with mdxtom2lazy but it won't convert

this is what Im doing sofar.

this is all done in mdlvis.

I create a new bone and make the parent the default bone.
I attach all verticies to the default bonne
I reattach all verticies to second bone
then I create a third bone and attach it to the second bone then reattach different verts to that bone.
then I create a 4rth bone this is where it becomes a problem.
I have tried attaching that bone to the second bone or the third , attach verticies, and it stops the conversion everytime.

Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?
rektbyfaith
12-31-2015, 07:38 AM #13

Archived author: Serifaz • Posted: 2015-12-31T07:38:14+00:00
Original source

I am trying to rig the model in mdlvis

and Im trying to make a wow based skeleton

I already knew the bone structure.

It just isn't accepting it.

I get to the 4th bone and it doesn't matter how it is attached it does not convert nomatter what.

I know its super confusing but its not working.

I am converting with mdxtom2lazy but it won't convert

this is what Im doing sofar.

this is all done in mdlvis.

I create a new bone and make the parent the default bone.
I attach all verticies to the default bonne
I reattach all verticies to second bone
then I create a third bone and attach it to the second bone then reattach different verts to that bone.
then I create a 4rth bone this is where it becomes a problem.
I have tried attaching that bone to the second bone or the third , attach verticies, and it stops the conversion everytime.

Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?

rektbyfaith
Administrator
0
12-31-2015, 08:23 AM
#14
Archived author: Vellear • Posted: 2015-12-31T08:23:07+00:00
Original source

Quote:I am converting with mdxtom2lazy but it won't convert
windows 10 with the latest security updates for the past 2 months no more compatible with the MDXconv and partly incompatible with the lazy converter. - this is true only in case of error without any messages and any words in CMD console like "starting".

if you got an error message from windows - this is common problem of MDXconv, I described a way to solve this problem the above
Quote:about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h
-------------------
Quote:Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?
yes, anytime

Edited December 31, 2015 by Vellear
rektbyfaith
12-31-2015, 08:23 AM #14

Archived author: Vellear • Posted: 2015-12-31T08:23:07+00:00
Original source

Quote:I am converting with mdxtom2lazy but it won't convert
windows 10 with the latest security updates for the past 2 months no more compatible with the MDXconv and partly incompatible with the lazy converter. - this is true only in case of error without any messages and any words in CMD console like "starting".

if you got an error message from windows - this is common problem of MDXconv, I described a way to solve this problem the above
Quote:about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h
-------------------
Quote:Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?
yes, anytime

Edited December 31, 2015 by Vellear

rektbyfaith
Administrator
0
12-31-2015, 10:21 PM
#15
Archived author: Serifaz • Posted: 2015-12-31T22:21:40+00:00
Original source

I was able to fix it. it was a problem with me attaching the original default bone to verticies directly
rektbyfaith
12-31-2015, 10:21 PM #15

Archived author: Serifaz • Posted: 2015-12-31T22:21:40+00:00
Original source

I was able to fix it. it was a problem with me attaching the original default bone to verticies directly

rektbyfaith
Administrator
0
01-02-2016, 04:52 AM
#16
Archived author: Vellear • Posted: 2016-01-02T04:52:47+00:00
Original source

Quote:[Image: 24R6al0.gif]
try to add a more reference frames for more smooth moving, otherwise it looks like robot
rektbyfaith
01-02-2016, 04:52 AM #16

Archived author: Vellear • Posted: 2016-01-02T04:52:47+00:00
Original source

Quote:[Image: 24R6al0.gif]
try to add a more reference frames for more smooth moving, otherwise it looks like robot

rektbyfaith
Administrator
0
08-02-2018, 08:04 AM
#17
Archived author: Valaryon • Posted: 2018-08-02T08:04:33+00:00
Original source

Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!
rektbyfaith
08-02-2018, 08:04 AM #17

Archived author: Valaryon • Posted: 2018-08-02T08:04:33+00:00
Original source

Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

rektbyfaith
Administrator
0
08-02-2018, 08:04 AM
#18
Archived author: Valaryon • Posted: 2018-08-02T08:04:33+00:00
Original source

Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!
rektbyfaith
08-02-2018, 08:04 AM #18

Archived author: Valaryon • Posted: 2018-08-02T08:04:33+00:00
Original source

Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

rektbyfaith
Administrator
0
08-02-2018, 08:08 AM
#19
Archived author: Valaryon • Posted: 2018-08-02T08:08:37+00:00
Original source

Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!
rektbyfaith
08-02-2018, 08:08 AM #19

Archived author: Valaryon • Posted: 2018-08-02T08:08:37+00:00
Original source

Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

rektbyfaith
Administrator
0
08-02-2018, 08:08 AM
#20
Archived author: Valaryon • Posted: 2018-08-02T08:08:37+00:00
Original source

Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!
rektbyfaith
08-02-2018, 08:08 AM #20

Archived author: Valaryon • Posted: 2018-08-02T08:08:37+00:00
Original source

Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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