[Archive] Legion Armor Models
[Archive] Legion Armor Models
![[Image: 2dlq8lg.jpg]](http://oi64.tinypic.com/2dlq8lg.jpg)
![[Image: 623847-hunter-pvp-season-19-horde.jpg]](http://wow.zamimg.com/uploads/screenshots/normal/623847-hunter-pvp-season-19-horde.jpg)
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]](http://oi64.tinypic.com/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]](http://wow.zamimg.com/uploads/screenshots/normal/623847-hunter-pvp-season-19-horde.jpg)
Any ideas how to fix this thing? It would be massively appreciated!
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
Quote: 7 minutes ago, Roccus said: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)!
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.
Archived author: Blackstar • Posted: 2017-07-20T18:32:26+00:00
Original source
Quote: 7 minutes ago, Roccus said: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)!
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.
![[Image: H2o9I0OjecE.jpg]](https://pp.userapi.com/c836523/v836523921/5049c/H2o9I0OjecE.jpg)
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]](https://pp.userapi.com/c836523/v836523921/5049c/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?
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 !
Quote: Just now, Roccus said:I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
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
Quote: 1 minute ago, Roccus said: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.
It has the same bone and bonweight as the target character
Archived author: Смердокрыл • Posted: 2017-07-20T19:08:12+00:00
Original source
Quote: Just now, Roccus said:I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
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
Quote: 1 minute ago, Roccus said: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.
It has the same bone and bonweight as the target character
Quote: 3 hours ago, Смердокрыл said:I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
![[Image: SRx0e65.jpg]](http://i.imgur.com/SRx0e65.jpg)
Archived author: Inico • Posted: 2017-07-20T23:06:49+00:00
Original source
Quote: 3 hours ago, Смердокрыл said:I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
I understand, but I imagine this would require heavy core editing in order to work on older versions of wow.
![[Image: SRx0e65.jpg]](http://i.imgur.com/SRx0e65.jpg)
Quote: 1 minute ago, Inico said:His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
Quote: 2 minutes ago, Inico said:Quite a lot of them will move ugly, and it is also rather time-consuming
You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.
1
Archived author: Смердокрыл • Posted: 2017-07-20T23:10:09+00:00
Original source
Quote: 1 minute ago, Inico said:His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1:
Quote: 2 minutes ago, Inico said:Quite a lot of them will move ugly, and it is also rather time-consuming
You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.
1
Quote: 13 minutes ago, Смердокрыл said: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.
His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
Quote: 13 minutes ago, Смердокрыл said: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.
Quite a lot of them will move ugly, and it is also rather time-consuming
Archived author: Inico • Posted: 2017-07-20T23:16:39+00:00
Original source
Quote: 13 minutes ago, Смердокрыл said: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.
His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations.
Quote: 13 minutes ago, Смердокрыл said: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.
Quite a lot of them will move ugly, and it is also rather time-consuming
Quote: 4 minutes ago, Inico said: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:
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.
Archived author: Смердокрыл • Posted: 2017-07-20T23:21:57+00:00
Original source
Quote: 4 minutes ago, Inico said: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:
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.