Forums WoW Modding Discussion Modeling [Archive] Legion Armor Models

[Archive] Legion Armor Models

[Archive] Legion Armor Models

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rektbyfaith
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07-20-2017, 06:20 PM
#1
Archived author: Blackstar • Posted: 2017-07-20T18:20:05+00:00
Original source

Hey there guys, I am brand new to the site and all the modeling I have ever been involved in has been through WoW Model Viewer. I do have basic knowledge of Photoshop as well given how I edit screenshots there. I have been looking at the forums to solve an issue of mine;

How on earth can I export a model to Blender, or WMV without it losing its renders? This is what WMV is doing to the hunter set for example.

[Image: 2dlq8lg.jpg]

This is what it should look like (same as in game). I am using a human here because the added armor is more prominent for the screenshot. It is the same for blood elves. (Focus on gloves and pants).

[Image: 623847-hunter-pvp-season-19-horde.jpg]

Any ideas how to fix this thing? It would be massively appreciated!
rektbyfaith
07-20-2017, 06:20 PM #1

Archived author: Blackstar • Posted: 2017-07-20T18:20:05+00:00
Original source

Hey there guys, I am brand new to the site and all the modeling I have ever been involved in has been through WoW Model Viewer. I do have basic knowledge of Photoshop as well given how I edit screenshots there. I have been looking at the forums to solve an issue of mine;

How on earth can I export a model to Blender, or WMV without it losing its renders? This is what WMV is doing to the hunter set for example.

[Image: 2dlq8lg.jpg]

This is what it should look like (same as in game). I am using a human here because the added armor is more prominent for the screenshot. It is the same for blood elves. (Focus on gloves and pants).

[Image: 623847-hunter-pvp-season-19-horde.jpg]

Any ideas how to fix this thing? It would be massively appreciated!

rektbyfaith
Administrator
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07-20-2017, 06:24 PM
#2
Archived author: Roccus • Posted: 2017-07-20T18:24:16+00:00
Original source

human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that.

https://www.wowmodding.net/tutorials/art.../?do=embed
rektbyfaith
07-20-2017, 06:24 PM #2

Archived author: Roccus • Posted: 2017-07-20T18:24:16+00:00
Original source

human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that.

https://www.wowmodding.net/tutorials/art.../?do=embed

rektbyfaith
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07-20-2017, 06:32 PM
#3
Archived author: Blackstar • Posted: 2017-07-20T18:32:26+00:00
Original source

Quote: 7 minutes ago, Roccus said:

human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that.
Holy s*** that's detailed. I will study that and watch your videos to try and tinker with it thanks! I will get back to you with results (hopefully)!
rektbyfaith
07-20-2017, 06:32 PM #3

Archived author: Blackstar • Posted: 2017-07-20T18:32:26+00:00
Original source

Quote: 7 minutes ago, Roccus said:

human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that.
Holy s*** that's detailed. I will study that and watch your videos to try and tinker with it thanks! I will get back to you with results (hopefully)!

rektbyfaith
Administrator
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07-20-2017, 06:54 PM
#4
Archived author: Смердокрыл • Posted: 2017-07-20T18:54:26+00:00
Original source

So, the "collections" models seem to be the armor with the same skeleton as the target character model. When I first saw that, I expected it to be attached to the character's origin and mimic all the animations. However, it doesn't have any animations!

[Image: H2o9I0OjecE.jpg]

Does anyone have an idea on how this might work? Also, is there any tool one could use to clone character animations on this model?
rektbyfaith
07-20-2017, 06:54 PM #4

Archived author: Смердокрыл • Posted: 2017-07-20T18:54:26+00:00
Original source

So, the "collections" models seem to be the armor with the same skeleton as the target character model. When I first saw that, I expected it to be attached to the character's origin and mimic all the animations. However, it doesn't have any animations!

[Image: H2o9I0OjecE.jpg]

Does anyone have an idea on how this might work? Also, is there any tool one could use to clone character animations on this model?

rektbyfaith
Administrator
0
07-20-2017, 06:58 PM
#5
Archived author: Roccus • Posted: 2017-07-20T18:58:31+00:00
Original source

In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear. It has animation in a different way. It has the same bone and bonweight as the target character. So it glues itself on the model when you equip the armor that would normally just be a texture on prior wow version !
rektbyfaith
07-20-2017, 06:58 PM #5

Archived author: Roccus • Posted: 2017-07-20T18:58:31+00:00
Original source

In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear. It has animation in a different way. It has the same bone and bonweight as the target character. So it glues itself on the model when you equip the armor that would normally just be a texture on prior wow version !

rektbyfaith
Administrator
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07-20-2017, 07:08 PM
#6
Archived author: Смердокрыл • Posted: 2017-07-20T19:08:12+00:00
Original source

Quote: Just now, Roccus said:

In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear.

6
I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.

Therefore, since
Quote: 1 minute ago, Roccus said:

It has the same bone and bonweight as the target character
I believe a good workaround would be to clone the character model's animations. Then, the equipped item would apply a hidden aura on the character, which attaches the said model to the character's origin. The model should mimic the character's animations in a similar way to Dark Apotheosis wings and that warlock helmet which has wings appearing when you jump.
rektbyfaith
07-20-2017, 07:08 PM #6

Archived author: Смердокрыл • Posted: 2017-07-20T19:08:12+00:00
Original source

Quote: Just now, Roccus said:

In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear.

6
I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.

Therefore, since
Quote: 1 minute ago, Roccus said:

It has the same bone and bonweight as the target character
I believe a good workaround would be to clone the character model's animations. Then, the equipped item would apply a hidden aura on the character, which attaches the said model to the character's origin. The model should mimic the character's animations in a similar way to Dark Apotheosis wings and that warlock helmet which has wings appearing when you jump.

rektbyfaith
Administrator
0
07-20-2017, 11:06 PM
#7
Archived author: Inico • Posted: 2017-07-20T23:06:49+00:00
Original source

Quote: 3 hours ago, Смердокрыл said:

I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:

[Image: SRx0e65.jpg]

Also, some bugged models converted with mdxtom2 attach to other models the same way the collection armor attaches to the character. However there is no documentation about it, as far as I know.

You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.
rektbyfaith
07-20-2017, 11:06 PM #7

Archived author: Inico • Posted: 2017-07-20T23:06:49+00:00
Original source

Quote: 3 hours ago, Смердокрыл said:

I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:

[Image: SRx0e65.jpg]

Also, some bugged models converted with mdxtom2 attach to other models the same way the collection armor attaches to the character. However there is no documentation about it, as far as I know.

You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.

rektbyfaith
Administrator
0
07-20-2017, 11:10 PM
#8
Archived author: Смердокрыл • Posted: 2017-07-20T23:10:09+00:00
Original source

Quote: 1 minute ago, Inico said:

I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.

In short, it is what I am proposing to do, but I'd need to clone animations somehow
Quote: 2 minutes ago, Inico said:

You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.

1
Quite a lot of them will move ugly, and it is also rather time-consuming
rektbyfaith
07-20-2017, 11:10 PM #8

Archived author: Смердокрыл • Posted: 2017-07-20T23:10:09+00:00
Original source

Quote: 1 minute ago, Inico said:

I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.

In short, it is what I am proposing to do, but I'd need to clone animations somehow
Quote: 2 minutes ago, Inico said:

You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.

1
Quite a lot of them will move ugly, and it is also rather time-consuming

rektbyfaith
Administrator
0
07-20-2017, 11:16 PM
#9
Archived author: Inico • Posted: 2017-07-20T23:16:39+00:00
Original source

Quote: 13 minutes ago, Смердокрыл said:

His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). If you attach multiple models, each one of them will play its animationsseparately. Kologarn is a special case. It has a lot of potential for more character customization.
Quote: 13 minutes ago, Смердокрыл said:

Quite a lot of them will move ugly, and it is also rather time-consuming
Only armor pieces with more than 1 bone per geoset, I would say less than 10% of them. It would take like 1 week of work, but it's possible, nonetheless. [Image: happy.png]
rektbyfaith
07-20-2017, 11:16 PM #9

Archived author: Inico • Posted: 2017-07-20T23:16:39+00:00
Original source

Quote: 13 minutes ago, Смердокрыл said:

His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). If you attach multiple models, each one of them will play its animationsseparately. Kologarn is a special case. It has a lot of potential for more character customization.
Quote: 13 minutes ago, Смердокрыл said:

Quite a lot of them will move ugly, and it is also rather time-consuming
Only armor pieces with more than 1 bone per geoset, I would say less than 10% of them. It would take like 1 week of work, but it's possible, nonetheless. [Image: happy.png]

rektbyfaith
Administrator
0
07-20-2017, 11:21 PM
#10
Archived author: Смердокрыл • Posted: 2017-07-20T23:21:57+00:00
Original source

Quote: 4 minutes ago, Inico said:

Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). It has a lot of potential for more character customization.
It appears that if they have animations with the same name, it is somehow parented.. The same thing happens with that warlock helmet I mentioned:

[Image: R5FhuVhU8Rg.jpg]
rektbyfaith
07-20-2017, 11:21 PM #10

Archived author: Смердокрыл • Posted: 2017-07-20T23:21:57+00:00
Original source

Quote: 4 minutes ago, Inico said:

Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). It has a lot of potential for more character customization.
It appears that if they have animations with the same name, it is somehow parented.. The same thing happens with that warlock helmet I mentioned:

[Image: R5FhuVhU8Rg.jpg]

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