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Some questions concerning MDL

05-24-2004, 06:23 PM#1
Armel
Some questions on mdl :

1/Can I make something like this, to have two successive sorts of translations for a same bone :

Translation 4 {
Hermite,
3333: { 0, 0, 0 },
InTan { 0, 0, 0 },
OutTan { 0, 0, -1.93704 },
3833: { 0, 0, -1.93704 },
InTan { 0, 0, 0 },
OutTan { 0, 0, 0 },
4667: { 0, 0, 0 },
InTan { 0, 0, 1.93704 },
OutTan { 0, 0, 0 },
Linear,
5333: { 0, 0, 0 },
}
}

2/ If I want to turn a bone from, let's say, a 180° angle on an horizontal plane, what rotation must I use ? What I want is to turn the gutz bone of a model (I pasted the bones from the footman to Jaina, and they face the wrong direction).

3/ What's the difference between a bone and a helper ?

4/ What do InTan and OutTan mean ?

EDIT : In fact what I did is copy a bones geoset to another model, and then I tried to use animations to rotate and translate the geoset so that when the unit dies her fallen body and the bones will be overlapping. I want this to happen at the beginning of the decay flesh animation and then stay the same all this animation (and the decay bones animation) long. However each time I try to modify the rotations (I really don't know how they work) I get either a 90 or 180° rotation, never more or less, or wc3file converter crashes. What can I do ? Could someone please tell me how rotations work ?
05-24-2004, 10:48 PM#2
Oinkerwinkle
1. I'm not sure, but I've never seen it done. You might as well just try it to find out.
2. If you don't want it to actually play a rotation, do the following:
  • Copy the corpse geoset out of the MDL and save it to a new MDL or TXT file.
  • Open the attached program. Load your MDL/TXT, choose where to write the new one to, and set the angle to 180º. It will rotate all the vertices (about the origin) by the specified angle.
  • Paste the geoset from the file you wrote to back into the original MDL.
3. As far as I know helpers are only there because of how some of the Blizzard employees decided to set up the models in 3ds max (for the most part, at least). In 3ds max, helpers are just little points that can be rotated/moved. By attaching bones to them (which in turn affect the geosets), they can animate the model. The same animations can be used on a different model by just deleting the mesh and leaving the helper, then attaching a new mesh to them. The only different I know of (as far as MDLs are concerned) is that only bones can be referenced in matrices.
4. Bleh, I already tried to explain it here and I don't think I can do much better.
05-25-2004, 06:51 AM#3
Armel
Thanks, I'll try it, this program seems useful.
And concerning the rotations, I was already subscribed to this thread, but I didn't remember it was explained there, thanks.
05-25-2004, 07:25 AM#4
Armel
Sorry, whatever I do the program won't work. It gives me the following error message:

/!\ Run-time error '13':
Type mismatch

I entered a ° angle, like, for instance : 30.
I checked with a normal mdl file to be sure that the modified mdl I'm using is not the cause of the bug
05-25-2004, 01:26 PM#5
Oinkerwinkle
If you put 180º, then it will cause that probelm. Just put 180. Anyway, if it doesn't work for some other reason, I took the footman corpse and rotated it 180º, attached.
05-25-2004, 01:57 PM#6
Armel
Yeah I was putting 180 and it wouldn't work. Maybe I need another file (but I doubt it, since your anim transfer program is working for me (at least for transfer of all the anims)).

Thank you for the rotation, but in fact I have done the 180° rotation through mdl yesterday (X => -X and Y => -Y, Z => Z). But I still had a problem : let me explain it in a more detailed way:
I'm creating a unit using the Jaïna model. So I created through mdl a decay bones and a decay flesh anim for her. I gave her a corpse (the footman's one). My first problem was that the footman dies falling on his back whereas Jaïna falls on her face, so I had to 180° rotate the bones geoset. But they still make an angle with the fallen body, because Jaïna doesn't fall straight but a little on the right. That's why I need to rotate the bones geoset (about 30°'s right).

I'll also have to translate the geoset so the bones geoset and the body geoset overlap, I don't know if there is a program for this too (the problem is if I try to rotate-translate the bones geoset by animating the gutz bone the body geoset is following).

Anyway thanks for your help.

N.B.:
Is the program supposed to be able to do a rotation for any angle, and not just 180, 90 270 ? (won't work for me with these easy values either)
05-26-2004, 03:36 AM#7
Oinkerwinkle
The program does do rotations for all angles, not just every 90º. That run-time error is my fault, I think. It means that I'm trying to convert a string to an integer or something. Anyway, I'm attaching a file in which I've rotated the original by 210, one where i rotated by 150, and a new version of the program in which I added the ability to move and some extra checks (hopefully to avoid the error).

Edit: That second TXT is zipped because it thought that I was uploading the same file twice.
05-26-2004, 05:53 AM#8
Armel
The program is still bugged, for both translation and rotation. Yet one of the files you gave me has the right angle, so I'll use it. I'll try to do the translation manually, it'll be long but I think I can do it.
Thanks (again).
05-27-2004, 12:20 AM#9
Oinkerwinkle
You can tell me what movement needs to be done (as well as on which of those MDLs) and I can use the program on it. Also, does the program crash when you click the button or when you load it?
05-27-2004, 09:22 AM#10
Armel
Quote:
Originally Posted by Oinkerwinkle
Does the program crash when you click the button or when you load it?
It crashes when I click the translate button (or rotate for the first program), so for the final step. I think that program could be very useful for mdl editors, you should release it once it's finished.
I've done the translation myself manually, through mdl (took me only a few tries), so I don't need your help anymore, thx!
05-29-2004, 05:24 PM#11
Armel
Here are the log and the mdl generated :