| 03-16-2009, 06:36 PM | #1 |
Dang, this is annoying... I'm using Magos to try and create a "dummy model" for someone. He wanted lots of attachment points, so I figured if I just take the Pit Lord model, make the model completely invisible, it would work fine. It would keep all it's animations and attachment points. Wrong. - Scaling all geometry to 0 resulted in a misshapen mess. - Removing Textures just results in a black swab - Turning all Geoset Animations' Alpha to 0 worked... at first. But opening the model again showed no change. - Turning all Material Layer's Texture ID's to (None) (and the Alpha to 0) worked at first, but it keeps bringing back the Hero Glow and Team Color, no matter how many times I set it to (None) and Save. Granted, I'm not testing in-game, so if something would work there, that may be my downfall. Anyway, I know I'm pretty much a noob with MDL-editing and such, so it's all still very confusing. I'm sure there's a simple solution; I just don't know enough. ~New Question(s)~ (see below) So you mentioned removing unneeded bones. Are you saying that the attachment points don't have anything do with the bones, or only the bones they're directly attached to? Also, the recipient mentioned that the Chest attachment is peculiarly high; can I modify that simply by changing it's X/Y/Z values? |
| 03-16-2009, 06:52 PM | #2 |
How about just deleting all of the geometry? |
| 03-16-2009, 06:57 PM | #3 |
Like in Oinkerwinkles VM? Just delete each geoest? Or is there a similar command in Magos? If the former... Meh, I guess. Probably should've tried that out; though I'd like to stick with Magos in general. |
| 03-16-2009, 07:14 PM | #4 |
Yes, Magos' can delete Geosets. Make sure to delete all GeosetAnims too. You can probably carve off a lot of now-needless bones too. |
| 03-16-2009, 07:28 PM | #5 |
| 03-19-2009, 04:55 PM | #6 | |
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Also, the recipient mentioned that the Chest attachment is peculiarly high; can I modify that simply by changing it's X/Y/Z values? |
| 03-19-2009, 06:27 PM | #7 |
Only the bones they are the children of. Yes, you can change the position of the attachment. In WC3 models, the "PivotPoint" used by an object is absolute; unlike Milkshape, where position (and even orientation) are calculated relative to the parent. |
| 03-19-2009, 06:36 PM | #8 | |
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| 03-19-2009, 06:52 PM | #9 |
Don't delete anything a child you want depends on, no. But if you can right-click on something and say "remove node", and it doesn't throw a warning message of some kind, then you should get rid of it. |
| 03-19-2009, 06:59 PM | #10 |
Ahhh. Alright, many thanks. Hopefully smooth sailing. Dang, you forget a lot if you don't stay dedicated. :< |
