| 10-04-2003, 06:06 PM | #1 |
I made this model and everything works except for the animations, and the head doesnt seem to move allong with the model. Can you explain to me how to get it fixed? So that I can apply it to other models to in the future? |
| 10-05-2003, 02:26 AM | #2 |
well i have looked at the model and found that the animations is totally screwed, did u modify anything in the bone section? so what i did was to do the whole thing again... just remember that u should only touch the geoset part. To make her new head move with the model, u must find one bone that the head attach to. Look through the bone section and u should find something like this: Bone "portraitObject01" { ObjectId 19, Parent 42, // "Bone_Head" GeosetId 0, GeosetAnimId 0, } looks like that this part is for the movement of her original head, so we should attach the new head to this bone. Find in the sorc head geoset for this part: Groups 1 1 { Matrices { 0 }, } change the 0 to 19. If u found that the animation looks weird for the sorc head, u can always attach the head to some other point, like her chest of whatever... :ggani: |
| 10-05-2003, 03:08 AM | #3 |
could u tell me why this doesent animate? |
| 10-05-2003, 09:34 AM | #4 |
Thanks! you're the best! I'll compare it with the model what I've done to understand it better. I owe you big time! [Worshipping] |
| 10-05-2003, 11:28 AM | #5 |
Hmmm another problem. I tried to edit the model you made for me. I scaled down the weapon and moved them into the hand. Then I used dex exporter and copied the vertices into the .mdl. But now the animation is all wrong again! What do I do wrong? |
| 10-05-2003, 12:41 PM | #6 |
can u try doing it again with mdx exporter? i only use dex when i delete vertices from the model... |
| 10-05-2003, 12:42 PM | #7 |
I use Gmax, and dex exporter is the only mdx exporter working with Gmax.. :( |
| 10-05-2003, 12:50 PM | #8 |
oh then u can explain to me what exactly u did to the model? (the steps...) |
| 10-05-2003, 12:59 PM | #9 |
To goblinzz: i will answer ur question here in case rebelhero wants to know it also. Q: When u add a new geoset how do u make it so that the geoset's textures (skin) is a different skin from the base model A: There are 2 ways to do that, i will explain the easier way now. To add another texture to the model, open up the mdl file, go to the texture section. Here i will use the watcher with sorc head model as example. Textures 3 { Bitmap { Image "units\Creeps\Watcher\Watcher.blp", } Bitmap { Image "", ReplaceableId 1, } Bitmap { Image "Textures\gutz.blp", } } after the last bitmap, copy and paste this fromt the sorc model: Bitmap { Image "units\Human\Sorceress\Sorceress.blp", } Go to Material section copy and paste this at the end of it: Layer { FilterMode Transparent, TwoSided, static TextureID 0, } we will then change the static textureid to (the last appeared textureid + 1). so we will change it from 0 to 3 here. Go to the end of the sorc head geoset part, change MaterialID 0 to MaterialID 3. Then this geoset will then use the sorc texture.:D Save the mdl convert it back to mdx then it should work fine. One disadvantage for this method is that u willl need to modify 2 blp if u want to reskin the model. But this way is easier Another way to do this is to open up the model in 3dstudio and edit the unwrap map, so everything can fit into one blp file. This way is harder ( to me at least). |
| 10-05-2003, 01:00 PM | #10 |
- I imported the model in Gmax. - I selected the the first part of the weapon (the vertices) - I used the scaling tool to scale them down to alomst nothing - I moved the selected part into the hand - I repeated this for the other part of the weapon - Opened DeX - Exported to listener - Opened watcher.mdl in notepad - Copied the Vertices and pasted them one by one in each geoset - saved it again as watcher.mdl |
| 10-05-2003, 01:04 PM | #11 |
one by one? but the first geoset is the only one u need to touch isnt it? |
| 10-05-2003, 01:05 PM | #12 |
Maybe that is what I did wrong? |
| 10-05-2003, 01:09 PM | #13 |
ya maybe, try hide everything except watcer1 in the program, work on it then export it... |
| 10-05-2003, 01:09 PM | #14 |
ok, thx.. I'll do it right away |
| 10-05-2003, 01:25 PM | #15 |
Now the first geoset is truned 90 degrees from the other geosets.. :S |
