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I'm Asking A Question! Centering A unit.

03-10-2004, 07:55 PM#1
WC3player2
K, I downloaded the big mortar drawf will its not centered so I tried to center it, but the animations got screwed. Is there away to fix this?
03-11-2004, 08:35 AM#2
ProFeT
export your new mortar half-team (not animated) and next convert it into a mdl with yogbul converter, select the first part of the geoset (from start of geoset part and stop before the TVertices part), paste it in the original mdl file.

i hope, i d forget nothing.

:)
03-11-2004, 08:49 AM#3
Xaran Alamas
I don't think that's his problem, his problem's to do with the bones being in the wrong place. Cookie could probably answer for sure but I think you'd have to modify the pivot points of the bones for the Big Mortar Team guy so they were more centered, however I think this process is entirely trial and error unfourtunately
03-11-2004, 08:54 AM#4
Alfred
ok, try comparing the first vertice of the 2 models(the adjusted one, and the original) of the same mesh, then check their difference between them... then use the difference between the new and old for all the 3 coordinates and add/subtract the difference to the pivot points for the bones... this shud work as ive done this quite alot of times
03-11-2004, 02:34 PM#5
Cookie
Quote:
Originally Posted by Alfred
ok, try comparing the first vertice of the 2 models(the adjusted one, and the original) of the same mesh, then check their difference between them... then use the difference between the new and old for all the 3 coordinates and add/subtract the difference to the pivot points for the bones... this shud work as ive done this quite alot of times

You could also check my dwarven general, check the dummyroot bone and cnp the position animation. Then tweak and test.

You have to disable the bones anyways (or remove most of them and optimising it)
03-11-2004, 04:13 PM#6
Xaran Alamas
Quote:
Originally Posted by Cookie
You could also check my dwarven general, check the dummyroot bone and cnp the position animation. Then tweak and test.

You have to disable the bones anyways (or remove most of them and optimising it)
DOH! of course... aren't most things that have a pivot connected to the Root bone either directly or by extension?
03-11-2004, 08:52 PM#7
WC3player2
Quote:
Originally Posted by Cookie
You could also check my dwarven general, check the dummyroot bone and cnp the position animation. Then tweak and test.

You have to disable the bones anyways (or remove most of them and optimising it)

I'll try that even though I have no clue about animations I just will replace the translation or rotation of that on to the new one right?

[edit] This just made it wrost.
03-11-2004, 09:34 PM#8
WC3player2
Quote:
Originally Posted by Alfred
then use the difference between the new and old for all the 3 coordinates and add/subtract the difference to the pivot points for the bones...
what do you mean add/subtract? I'm confused? Do I set all the points up to the same number?
03-11-2004, 11:21 PM#9
WC3player2
Never mind. Thanks for your help. Its gonna take a while but yea.