Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] I'm currently trying to port an anim file from a model with skel file.

[DiscordArchive] I'm currently trying to port an anim file from a model with skel file.

[DiscordArchive] I'm currently trying to port an anim file from a model with skel file.

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rektbyfaith
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11-01-2025, 07:10 PM
#41
Archived author: Supora • Posted: 2025-11-01T19:10:02.052000+00:00
Original source

might be that I'm using some older versions of the templates, so you might to make some tweaks, haven't followed what's Alastor doing with them <:kekw:1301383133899522078>
rektbyfaith
11-01-2025, 07:10 PM #41

Archived author: Supora • Posted: 2025-11-01T19:10:02.052000+00:00
Original source

might be that I'm using some older versions of the templates, so you might to make some tweaks, haven't followed what's Alastor doing with them <:kekw:1301383133899522078>

rektbyfaith
Administrator
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11-01-2025, 07:13 PM
#42
Archived author: Morfium • Posted: 2025-11-01T19:13:16.891000+00:00
Original source

Thanks I'll have a look at them!
rektbyfaith
11-01-2025, 07:13 PM #42

Archived author: Morfium • Posted: 2025-11-01T19:13:16.891000+00:00
Original source

Thanks I'll have a look at them!

rektbyfaith
Administrator
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11-01-2025, 07:23 PM
#43
Archived author: Supora • Posted: 2025-11-01T19:23:02.807000+00:00
Original source

so my way of retroporting char model for instance is:
1) txid -> texture paths convertion with whatever txid remover you like (I use m2mods one)
2) throw all the model related files into the multiconverter that was versioned like v0.0.14 and was from the "callumsomeone" (sorry I don't remember the name from github) guy
3) replace "downported" .anim and .skin files with original ones
4) load up the m2 in 010 editor
5) run DownportOffsetFix script
6) run FixAnimOffsets script
7) import into blender using wbs
rektbyfaith
11-01-2025, 07:23 PM #43

Archived author: Supora • Posted: 2025-11-01T19:23:02.807000+00:00
Original source

so my way of retroporting char model for instance is:
1) txid -> texture paths convertion with whatever txid remover you like (I use m2mods one)
2) throw all the model related files into the multiconverter that was versioned like v0.0.14 and was from the "callumsomeone" (sorry I don't remember the name from github) guy
3) replace "downported" .anim and .skin files with original ones
4) load up the m2 in 010 editor
5) run DownportOffsetFix script
6) run FixAnimOffsets script
7) import into blender using wbs

rektbyfaith
Administrator
0
11-01-2025, 07:29 PM
#44
Archived author: Morfium • Posted: 2025-11-01T19:29:02.053000+00:00
Original source

Great then I got most of it done, just need to update your script a little to read my templates instead.
rektbyfaith
11-01-2025, 07:29 PM #44

Archived author: Morfium • Posted: 2025-11-01T19:29:02.053000+00:00
Original source

Great then I got most of it done, just need to update your script a little to read my templates instead.

rektbyfaith
Administrator
0
11-01-2025, 10:54 PM
#45
Archived author: Mithria • Posted: 2025-11-01T22:54:44.795000+00:00
Original source

MD21 was added to m2 files starting in legion so yes you should be removing it and relocating the data at 130h to end of file before using multiconverter
rektbyfaith
11-01-2025, 10:54 PM #45

Archived author: Mithria • Posted: 2025-11-01T22:54:44.795000+00:00
Original source

MD21 was added to m2 files starting in legion so yes you should be removing it and relocating the data at 130h to end of file before using multiconverter

rektbyfaith
Administrator
0
11-02-2025, 09:17 PM
#46
Archived author: kbt0y5 • Posted: 2025-11-02T21:17:09.989000+00:00
Original source

Sorry to be a bother. I'm running a template in 010, I believe it's called world of Warcraft m2. It run successfully and removes the MD21 but not sure about the 130h. Do I just "cut and paste" the info to the EOF or so I need to get the EOF position and change the position info for 130h? After that, I run the M2 through TXID fix, then through MultiConverter. I tried looking at some attachments and moving them but the camera still zooms and rotates on that first spike on the back of the mount
rektbyfaith
11-02-2025, 09:17 PM #46

Archived author: kbt0y5 • Posted: 2025-11-02T21:17:09.989000+00:00
Original source

Sorry to be a bother. I'm running a template in 010, I believe it's called world of Warcraft m2. It run successfully and removes the MD21 but not sure about the 130h. Do I just "cut and paste" the info to the EOF or so I need to get the EOF position and change the position info for 130h? After that, I run the M2 through TXID fix, then through MultiConverter. I tried looking at some attachments and moving them but the camera still zooms and rotates on that first spike on the back of the mount

rektbyfaith
Administrator
0
11-02-2025, 09:40 PM
#47
Archived author: Mithria • Posted: 2025-11-02T21:40:14.839000+00:00
Original source

There's a script to do it automatically but yes you're moving the data at 130h to eof and updating offsets. You can search the disc for the 130h fix script it's from alastor. Also what do you mean it removed the md21? Template won't do that itself you have to do it
rektbyfaith
11-02-2025, 09:40 PM #47

Archived author: Mithria • Posted: 2025-11-02T21:40:14.839000+00:00
Original source

There's a script to do it automatically but yes you're moving the data at 130h to eof and updating offsets. You can search the disc for the 130h fix script it's from alastor. Also what do you mean it removed the md21? Template won't do that itself you have to do it

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