[Archive] WotLK Dual Weilding (demon hunter artifacts)
[Archive] WotLK Dual Weilding (demon hunter artifacts)
Quote: On 2017-6-3 at 9:58 PM, jeask said:It's a quaternion animation (XYZW instead of XYZ). More information here.
How do I find these values?
Archived author: Inico • Posted: 2017-06-03T19:23:43+00:00
Original source
Quote: On 2017-6-3 at 9:58 PM, jeask said:It's a quaternion animation (XYZW instead of XYZ). More information here.
How do I find these values?
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 ![]()
Quote: On 5/22/2017 at 11:14 PM, Inico said:this is my result, its not on the right position
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:
You can rotate it in Blender as well, but it takes more time.
Archived author: xhidan • Posted: 2022-07-15T08:37:32+00:00
Original source
Quote: On 5/22/2017 at 11:14 PM, Inico said:this is my result, its not on the right position
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:
You can rotate it in Blender as well, but it takes more time.
Quote: On 7/15/2022 at 4:37 AM, xhidan 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?
this is my result, its not on the right position
any solution?
Archived author: Cyn • Posted: 2022-07-16T16:15:14+00:00
Original source
Quote: On 7/15/2022 at 4:37 AM, xhidan 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?
this is my result, its not on the right position
any solution?
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?
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?