Forums WoW Modding Discussion Retro-Porting [Archive] WotLK Dual Weilding (demon hunter artifacts)

[Archive] WotLK Dual Weilding (demon hunter artifacts)

[Archive] WotLK Dual Weilding (demon hunter artifacts)

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rektbyfaith
Administrator
0
06-03-2017, 07:23 PM
#11
Archived author: Inico • Posted: 2017-06-03T19:23:43+00:00
Original source

Quote: On 2017-6-3 at 9:58 PM, jeask said:

How do I find these values?
It's a quaternion animation (XYZW instead of XYZ). More information here.

Since we don't have a proper quaternion converter, you can just rotate a random model in MDLVIS, convert it to m2, open it with pymodeleditor and copy the quaternion values. It just takes a few seconds.
rektbyfaith
06-03-2017, 07:23 PM #11

Archived author: Inico • Posted: 2017-06-03T19:23:43+00:00
Original source

Quote: On 2017-6-3 at 9:58 PM, jeask said:

How do I find these values?
It's a quaternion animation (XYZW instead of XYZ). More information here.

Since we don't have a proper quaternion converter, you can just rotate a random model in MDLVIS, convert it to m2, open it with pymodeleditor and copy the quaternion values. It just takes a few seconds.

rektbyfaith
Administrator
0
07-14-2022, 09:12 AM
#12
Archived author: xhidan • Posted: 2022-07-14T09:12:04+00:00
Original source

bro u fix it? i want to try pymodeleditor but all the link related to pymodeleditor are dead

so sad [Image: sad.png]
rektbyfaith
07-14-2022, 09:12 AM #12

Archived author: xhidan • Posted: 2022-07-14T09:12:04+00:00
Original source

bro u fix it? i want to try pymodeleditor but all the link related to pymodeleditor are dead

so sad [Image: sad.png]

rektbyfaith
Administrator
0
07-15-2022, 08:37 AM
#13
Archived author: xhidan • Posted: 2022-07-15T08:37:32+00:00
Original source

Quote: On 5/22/2017 at 11:14 PM, Inico said:

That flag was introduced in Cataclysm.

As I said in Modcraft:

-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:

0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

-Bind all bones to bone0 (or repeat the process with all floating bones).

It's quite similar to this method to reposition helmets, but go to "rotation" instead of translation.

My result:

[Image: OULJcRg.jpg]

You can rotate it in Blender as well, but it takes more time.
this is my result, its not on the right position

any solution?

[Image: 1307052410_Screenshot(141).thumb.png.cb9...ab1bc8.png]
rektbyfaith
07-15-2022, 08:37 AM #13

Archived author: xhidan • Posted: 2022-07-15T08:37:32+00:00
Original source

Quote: On 5/22/2017 at 11:14 PM, Inico said:

That flag was introduced in Cataclysm.

As I said in Modcraft:

-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:

0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

-Bind all bones to bone0 (or repeat the process with all floating bones).

It's quite similar to this method to reposition helmets, but go to "rotation" instead of translation.

My result:

[Image: OULJcRg.jpg]

You can rotate it in Blender as well, but it takes more time.
this is my result, its not on the right position

any solution?

[Image: 1307052410_Screenshot(141).thumb.png.cb9...ab1bc8.png]

rektbyfaith
Administrator
0
07-16-2022, 04:15 PM
#14
Archived author: Cyn • Posted: 2022-07-16T16:15:14+00:00
Original source

Quote: On 7/15/2022 at 4:37 AM, xhidan said:

this is my result, its not on the right position

any solution?

[Image: 1307052410_Screenshot(141).thumb.png.cb9...ab1bc8.png]
It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure?
rektbyfaith
07-16-2022, 04:15 PM #14

Archived author: Cyn • Posted: 2022-07-16T16:15:14+00:00
Original source

Quote: On 7/15/2022 at 4:37 AM, xhidan said:

this is my result, its not on the right position

any solution?

[Image: 1307052410_Screenshot(141).thumb.png.cb9...ab1bc8.png]
It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure?

rektbyfaith
Administrator
0
07-17-2022, 02:55 AM
#15
Archived author: xhidan • Posted: 2022-07-17T02:55:16+00:00
Original source

Quote: 10 hours ago, Cyn said:

It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure?
[Image: image.thumb.png.a6f9b63864fd5d3bf411430ea6c57591.png]

i finally managed to fix offhand weapon, i edit the model using blender and rotate it

and now i fixed it [Image: happy.png]
rektbyfaith
07-17-2022, 02:55 AM #15

Archived author: xhidan • Posted: 2022-07-17T02:55:16+00:00
Original source

Quote: 10 hours ago, Cyn said:

It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure?
[Image: image.thumb.png.a6f9b63864fd5d3bf411430ea6c57591.png]

i finally managed to fix offhand weapon, i edit the model using blender and rotate it

and now i fixed it [Image: happy.png]

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