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Woe, Woe, Woe for the Dex Exporter

10-26-2003, 03:29 PM#1
Ilyaelencala
That's my words. It has caused me truble since the dawn of the day I first tried to use it!

Here's a list of problems I have. Answer what you can, please:

1. When I export my models, and get them into War3, they've got serious navigation issues! They go sideways all the time!

2. Animations. Dosn't Work. It sucks. When I export and give it proper animation data they just revolt against me. I don't know if it's the exporters fault or the bones fault. I tried both exporting normal bones and bones with editable mesh. None of them work.
10-26-2003, 05:41 PM#2
Ninja_House
i had the same problem, everything would get deforned and run sideways lol, and all did is like shrink down the horns on the grunt.
10-26-2003, 07:22 PM#3
nicoli_s
make sure you dont import with kmk's it roates yer model, and make sure your model faces the x axis, or it messes up anims
10-26-2003, 07:46 PM#4
Ilyaelencala
I made the model from a scratch, so I never imported anything.
10-26-2003, 09:24 PM#5
orin
ahhh... modeling from scratch wasn't too hard but animating it is.... hard... im just hoping for Ilyaelencala to finish his mdx and make a tutorial so that he might be able to help me ~_~...
10-26-2003, 09:42 PM#6
Ilyaelencala
Yeah, I need to make sure my way of animating actually works before I make a tutorial about it ;)
10-26-2003, 09:57 PM#7
Markus3832
I also had the problem where my animations never came out as i wanted them to b4 but that was because i didn't know how to set up the bones correctly... You know with all of that "TCB Rotation" and "Linear position" and all of that
10-27-2003, 01:53 AM#8
nicoli_s
go to the dex chyannel on irc, it hasa link to a tut by jul that explains aniamting and setting your model up for export and other stuff
10-27-2003, 05:06 AM#9
Triceron
It's probably just your starting axis. I forget the exact XYZ of Warcraft, but I think it's basically 90 degrees to the right of what you'd normally model with in Max. So your Front view would actually be the side of the model, and Left is your new frontview.
10-27-2003, 08:36 AM#10
Challis
This is the horrible truth - If you keep on trying the animations, creating them, exporting it, previewing it then if it doesn't work, delete them and try again, and it eventually works. Only make death, stand and attack animations, anything else it asking for trouble.
10-27-2003, 11:22 PM#11
Triceron
Walk seems to work 100% fine for me. I haven't tried any of the complex ones tho, like Stand Ready, Spell Slam, Spell channel, etc.
10-28-2003, 09:47 PM#12
Arkhoon
Quote:
This is the horrible truth - If you keep on trying the animations, creating them, exporting it, previewing it then if it doesn't work, delete them and try again, and it eventually works. Only make death, stand and attack animations, anything else it asking for trouble.


are you saying that the name of the animations determinate if they work or not... ?
In dex tutorial they make "Stand - 2" animation too for exemple...
10-29-2003, 07:51 AM#13
Triceron
Yes, name of animation is important. I'm not sure if caps matter, but I always go with what Blizz does, which is capitlaize the first letter, and leave a space between each name and "-".
10-29-2003, 09:06 AM#14
Arkhoon
Then anims like "Stand - 5" canot work cause there are no blizz unit with such anims ...?
10-29-2003, 09:07 AM#15
orin
wut about length, can the animation be longer than normal blizz models? like 10 sec for attack for example