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rektbyfaith
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05-19-2023, 12:39 PM
#1
Archived author: Meldon • Posted: 2023-05-19T12:39:57.204000+00:00
Original source

Hi everyone!
Does anyone know where are the parameters to edit the way helmets appear on a character's model (scale, x, y, z etc.) when you open, let's say, characters/human/male/human.m2 model in the 010 Editor using an .m2 template?
rektbyfaith
05-19-2023, 12:39 PM #1

Archived author: Meldon • Posted: 2023-05-19T12:39:57.204000+00:00
Original source

Hi everyone!
Does anyone know where are the parameters to edit the way helmets appear on a character's model (scale, x, y, z etc.) when you open, let's say, characters/human/male/human.m2 model in the 010 Editor using an .m2 template?

rektbyfaith
Administrator
0
05-19-2023, 12:40 PM
#2
Archived author: Meldon • Posted: 2023-05-19T12:40:06.179000+00:00
Original source

I'm talking 3.3.5
rektbyfaith
05-19-2023, 12:40 PM #2

Archived author: Meldon • Posted: 2023-05-19T12:40:06.179000+00:00
Original source

I'm talking 3.3.5

rektbyfaith
Administrator
0
05-19-2023, 02:00 PM
#3
Archived author: <o> • Posted: 2023-05-19T14:00:42.058000+00:00
Original source

helmets are attached to attachment points, which is itself connected to a bone. Attachment points only have a location and no scale, and I don't think bone scaling affect attached models, but it's possible that they do.

the way the game handles differently sized helmets is by having separate models for every race/gender.
[Image: image.png?ex=690c0149&is=690aafc9&hm=1c0...ab4ca3b81&]
rektbyfaith
05-19-2023, 02:00 PM #3

Archived author: <o> • Posted: 2023-05-19T14:00:42.058000+00:00
Original source

helmets are attached to attachment points, which is itself connected to a bone. Attachment points only have a location and no scale, and I don't think bone scaling affect attached models, but it's possible that they do.

the way the game handles differently sized helmets is by having separate models for every race/gender.
[Image: image.png?ex=690c0149&is=690aafc9&hm=1c0...ab4ca3b81&]

rektbyfaith
Administrator
0
05-19-2023, 02:02 PM
#4
Archived author: Supora • Posted: 2023-05-19T14:02:30.606000+00:00
Original source

all bone transforms affect attachments
rektbyfaith
05-19-2023, 02:02 PM #4

Archived author: Supora • Posted: 2023-05-19T14:02:30.606000+00:00
Original source

all bone transforms affect attachments

rektbyfaith
Administrator
0
05-19-2023, 02:03 PM
#5
Archived author: Supora • Posted: 2023-05-19T14:03:23.261000+00:00
Original source

different models are more like for different head shapes of a different race
rektbyfaith
05-19-2023, 02:03 PM #5

Archived author: Supora • Posted: 2023-05-19T14:03:23.261000+00:00
Original source

different models are more like for different head shapes of a different race

rektbyfaith
Administrator
0
05-19-2023, 02:04 PM
#6
Archived author: <o> • Posted: 2023-05-19T14:04:03.880000+00:00
Original source

great, then that's what you need. though bone scaling is an animation track, so is a little annoying to create in 010
rektbyfaith
05-19-2023, 02:04 PM #6

Archived author: <o> • Posted: 2023-05-19T14:04:03.880000+00:00
Original source

great, then that's what you need. though bone scaling is an animation track, so is a little annoying to create in 010

rektbyfaith
Administrator
0
05-19-2023, 02:04 PM
#7
Archived author: Supora • Posted: 2023-05-19T14:04:56.643000+00:00
Original source

for constant scaling we can always make a global sequence with one keyframe
rektbyfaith
05-19-2023, 02:04 PM #7

Archived author: Supora • Posted: 2023-05-19T14:04:56.643000+00:00
Original source

for constant scaling we can always make a global sequence with one keyframe

rektbyfaith
Administrator
0
05-19-2023, 02:10 PM
#8
Archived author: <o> • Posted: 2023-05-19T14:10:29.276000+00:00
Original source

yeah that's what i was thinking, just gotta allocate the blocks
rektbyfaith
05-19-2023, 02:10 PM #8

Archived author: <o> • Posted: 2023-05-19T14:10:29.276000+00:00
Original source

yeah that's what i was thinking, just gotta allocate the blocks

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