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Transfer zombie anims to draenei. Possible?

11-11-2008, 04:12 AM#1
Alevice
I'll echo what I posted at my draenei skin thread, in hopes of addressing more specialized individuals:

Is it possible to give the draenei model zombie animations? I think that with some minor tweaks, they'd fit quite well for my creature. I tried using oinkerwinkle's anim transfer app, but it seems their bone structures don't match. Is it possible to transfer the bones somehow as well?
11-11-2008, 09:41 AM#2
Rao Dao Zao
Sheesh, you had to pick the Draenei.

He has basically the worst bone structure in the entire game; he's a WoW rip through and through, and nobody gave him any attention.

Yes, you can transfer bones; or rather, transfer the Draenei's geometry onto the zombie. Though this might butcher him pretty badly, it would probably be far easier than fiddling with his bones to get the Zombie's animations working.

Remember that their postures and physical structures are quite different too; Zombie's head is hunched forward, Draenei has three leg portions...
11-11-2008, 02:56 PM#3
Alevice
Damn, I knew that the draenei model was basically the same as in wow, but I never expected their bones structure wouldn't be adapted to the wc3 engine. :/

How would I go on transfering the geometry? I am using magos, so I presume it involves exporting geosets and reimporting them on top of the zombie model.

I really want to give this a try, and would appreciate any help i might get.
11-11-2008, 04:24 PM#4
Rao Dao Zao
Transferring the geometry, no, certainly not Magos'.

I can't really thing of an easy way of explaining this. When doing this kind of thing myself, I make a mock-up skeleton of my target in Milkshape; this means I've got something tangible and with sensibly-named bones that I can just squidge and rig up, not to mention I can keep the original geometry in place as a guide. Then some lovely functionality Guesst added at my behest makes matching that rig up with the actual one relatively easy.

Doing it by hand... Oinkerwinkle's Vertex Modifier has ways of assigning vertices to matrices (and thus to bones), but it means mapping loads of ID numbers to names that make sense.

You'd import the geometry there with the "merge geoset" command (presumably after getting rid of the original geometry), then you'd want to work out what matrices went with what bones (that's taking an ID to one or more IDs and then writing down the name(s) so you get some sense of what physical part of the skeleton you're going to; well before this point, I'd use Magos' to make sure all the bone names were really nice and tidy, since we want to assign to "bones" and not "helpers" -- and its always the helpers that are named sensibly, if anything is). From there, you would shunt your geometry around and then start assigning selected groups of vertices to whatever matrix was appropriate.

... Sorry, I can't explain this very well at all, messing with the real grit of geometry is never pleasant.
11-11-2008, 06:37 PM#5
TotallyAwesome
Or you can just learn Russian and do this in 15min in mdlvis.
12-08-2008, 11:08 PM#6
Alevice
Quote:
Originally Posted by Rao Dao Zao
Transferring the geometry, no, certainly not Magos'.

I can't really thing of an easy way of explaining this. When doing this kind of thing myself, I make a mock-up skeleton of my target in Milkshape; this means I've got something tangible and with sensibly-named bones that I can just squidge and rig up, not to mention I can keep the original geometry in place as a guide. Then some lovely functionality Guesst added at my behest makes matching that rig up with the actual one relatively easy.

Doing it by hand... Oinkerwinkle's Vertex Modifier has ways of assigning vertices to matrices (and thus to bones), but it means mapping loads of ID numbers to names that make sense.

You'd import the geometry there with the "merge geoset" command (presumably after getting rid of the original geometry), then you'd want to work out what matrices went with what bones (that's taking an ID to one or more IDs and then writing down the name(s) so you get some sense of what physical part of the skeleton you're going to; well before this point, I'd use Magos' to make sure all the bone names were really nice and tidy, since we want to assign to "bones" and not "helpers" -- and its always the helpers that are named sensibly, if anything is). From there, you would shunt your geometry around and then start assigning selected groups of vertices to whatever matrix was appropriate.

... Sorry, I can't explain this very well at all, messing with the real grit of geometry is never pleasant.

This is just way above my skills and my understanding. I guess I could pull it off with a lot of hard, but I don't think I'll be worth it. :/

TA - explain yourself, mister.
12-08-2008, 11:23 PM#7
TotallyAwesome
There's a russian program called MDLVIS which allows you to do this easily, if you've got rigging knowledge. However, it is impossible to use unless you know russian.
12-09-2008, 12:50 AM#8
Dan van Ohllus
I've actually found a partially english translated version (googled "Mdlvis translated").

I tried that software myself, but failed to manage attach a scratch made model to an existing rig without making the model's animations look fucked up.
12-09-2008, 01:27 AM#9
moyack
I'll just post the link: so you can play with it...

*deleted link HAR HAR!!*
12-09-2008, 01:39 PM#10
Dan van Ohllus
I didn't direct-linked the software for a reason, since Mdlvis supports importing WoW models (m2 files).
12-09-2008, 02:10 PM#11
moyack
just in case, to avoid any inconvenient, I'll delete the link, if anybody want it, just PM me.
12-09-2008, 02:12 PM#12
Kyrbi0
Wow, glad I grabbed it. I had DLed mdlviseng sometime earlier, but turns out I got a 1kb zip file. Thanks.