| 10-09-2004, 03:19 PM | #1 |
lets say I wanted to make a raider on a dragon using the raider's rider animations but the dragons animations as well, I realize you have to add bones and I tried using the obejct ID inserter, but I'm not sure how to use it witch numbers does it use object #. parents or helpers? |
| 10-10-2004, 02:31 PM | #2 |
The ObjectId inserter program uses ObjectIds to determine where to put a space in. It also shifts parents around so they match up with what they were pointing to. It doesn't actually add an object; it just makes space for it. You have to add them yourself, manually pasting them in. So anyway, here the general idea of doing something like that. It is not a good thing to attempt if you don't already know a little about MDLs. 1. Add the bones. If I were you, I would add, or at least start with only a few, like just the sword arm. - Make space for them after all the other bones with the inserter. - Copy and paste the bone from the raider. - Change the ObjectId of the new bone so it fits in with the rest of them. 2. Rearrange the keyframes of the bone. Looking at the bone, you'll see that there is a long list of rotations. These control what the bone actually does. - First delete the keys you don't need. For the sake of simplicity, I would delete all but the attack. You can find which ones are of the attack animation by looking at the raider's sequences section. - Use the key redistributer to change them to be during the dragon's attack animation (check its sequences). Paste the results of the redistributer over the old keys. 3. Make the raider follow the bones. The bones should be moving fine at this point, but you still need to make the raider's vertices stick to them. - Start with a completely un-assigned geoset; 1 matrix, all VertexGroups set to 0. - Add a matrix pointing to the ObjectId of the new bone. - Using the vertex modifier, select the vertices you want to follow the arm bone and go to Tools->Assign Vertex Group. Enter 1, indicating the matrix you just added. I don't know how much you know, so maybe this was not specific enough or something. If you have any questions, I should be able to answer them. |
| 10-10-2004, 05:52 PM | #3 |
okay i'll try that. |
| 10-10-2004, 06:17 PM | #4 |
I understand everything except this part - Start with a completely un-assigned geoset; 1 matrix, all VertexGroups set to 0. - Add a matrix pointing to the ObjectId of the new bone. could you explain that more? |
| 10-10-2004, 06:49 PM | #5 |
I meant un-assigned geoset as in it is just following one bone that you merged it on to (dragon's chest?). As for adding a matrix, change Code:
Groups 1 1 {
Matrices { [i]NumberYouHadHere[/i] },
}Code:
Groups 2 2 {
Matrices { [i]NumberYouHadHere[/i] },
Matrices { [i]NewBone'sObjectId[/i] },
} |
| 10-10-2004, 06:59 PM | #6 |
ok thanks, I suupose you would attack it to the dragon's back but that doesn't really matter much. and I don't really understand the distrubuto part, when I open the distrubitor it desn't make any sense to me. - Use the key redistributer to change them to be during the dragon's attack animation (check its sequences). Paste the results of the redistributer over the old keys. and this part - First delete the keys you don't need. For the sake of simplicity, I would delete all but the attack. You can find which ones are of the attack animation by looking at the raider's sequences section. how do you know which animations are which? |
| 10-11-2004, 02:01 PM | #7 | |
Quote:
You would set up the redistributer like this: Input: All the keys of the raider's arm you didn't delete Range 1: The start and end frames of the raider's attack animation Range 2: The start and end frames of the dragon's attack animation And then you paste the output over the old rotation keys of the raider. |
| 10-11-2004, 02:18 PM | #8 |
I still don't quite get the distubtor, could you post an example exactly of how you do it? |
| 10-13-2004, 01:09 AM | #9 |
Ok. You open up the hypothetical MDL that started with the animation you want and find that the attack animation goes from frames 31000 to 32000, as evidenced by this: Code:
Anim "Attack -1" {
Interval { [u]31000, 32000[/u] },
NonLooping,
MinimumExtent { -117.625, -58.4741, -10.4705 },
MaximumExtent { 164.432, 104.379, 223.884 },
BoundsRadius 176.956,
}You would put that in the first set of range fields. Then you would go down to the bone you want and copy all the frames within that range: Code:
31000: { -0.0966469, 0.183706, 0.00463932, 0.978208 },
InTan { -0.0966469, 0.183706, 0.00463932, 0.978208 },
OutTan { -0.0966469, 0.183706, 0.00463932, 0.978208 },
31100: { -0.113839, -0.245088, 0.229878, 0.934949 },
InTan { -0.105487, -0.249988, 0.24781, 0.930037 },
OutTan { -0.105487, -0.249988, 0.24781, 0.930037 },
31200: { -0.138803, -0.605032, 0.337577, 0.70761 },
InTan { -0.0922085, -0.620908, 0.422024, 0.654115 },
OutTan { -0.0922085, -0.620908, 0.422024, 0.654115 },
31300: { -0.316251, -0.778394, 0.0467184, 0.540283 },
InTan { -0.327113, -0.831686, -0.0414146, 0.446744 },
OutTan { -0.327113, -0.831686, -0.0414146, 0.446744 },
31500: { -0.524232, -0.597965, -0.0339569, 0.605364 },
InTan { -0.49998, -0.601835, -0.12753, 0.609549 },
OutTan { -0.49998, -0.601835, -0.12753, 0.609549 },
31567: { -0.624824, -0.489929, 0.188134, 0.578074 },
InTan { -0.662251, -0.462529, 0.217132, 0.548037 },
OutTan { -0.662251, -0.462529, 0.217132, 0.548037 },
31667: { -0.536214, -0.420597, 0.362382, 0.635808 },
InTan { -0.527406, -0.440254, 0.431253, 0.584842 },
OutTan { -0.527406, -0.440254, 0.431253, 0.584842 },
31833: { -0.354589, -0.141172, 0.233531, 0.894315 },
InTan { -0.35512, -0.145651, 0.246844, 0.8898 },
OutTan { -0.35512, -0.145651, 0.246844, 0.8898 },
32000: { -0.0966468, 0.183707, 0.00463924, 0.978207 },
InTan { -0.0966468, 0.183707, 0.00463924, 0.978207 },
OutTan { -0.0966468, 0.183707, 0.00463924, 0.978207 },In the MDL you're putting it into, you find that the animation goes from 2333 to 3833. That goes in the second set of range fields. You click 'Redistribute' and it comes up with this: Code:
2333: { -0.0966469, 0.183706, 0.00463932, 0.978208 },
InTan { -0.0966469, 0.183706, 0.00463932, 0.978208 },
OutTan { -0.0966469, 0.183706, 0.00463932, 0.978208 },
2483: { -0.113839, -0.245088, 0.229878, 0.934949 },
InTan { -0.105487, -0.249988, 0.24781, 0.930037 },
OutTan { -0.105487, -0.249988, 0.24781, 0.930037 },
2633: { -0.138803, -0.605032, 0.337577, 0.70761 },
InTan { -0.0922085, -0.620908, 0.422024, 0.654115 },
OutTan { -0.0922085, -0.620908, 0.422024, 0.654115 },
2783: { -0.316251, -0.778394, 0.0467184, 0.540283 },
InTan { -0.327113, -0.831686, -0.0414146, 0.446744 },
OutTan { -0.327113, -0.831686, -0.0414146, 0.446744 },
3083: { -0.524232, -0.597965, -0.0339569, 0.605364 },
InTan { -0.49998, -0.601835, -0.12753, 0.609549 },
OutTan { -0.49998, -0.601835, -0.12753, 0.609549 },
3183: { -0.624824, -0.489929, 0.188134, 0.578074 },
InTan { -0.662251, -0.462529, 0.217132, 0.548037 },
OutTan { -0.662251, -0.462529, 0.217132, 0.548037 },
3334: { -0.536214, -0.420597, 0.362382, 0.635808 },
InTan { -0.527406, -0.440254, 0.431253, 0.584842 },
OutTan { -0.527406, -0.440254, 0.431253, 0.584842 },
3582: { -0.354589, -0.141172, 0.233531, 0.894315 },
InTan { -0.35512, -0.145651, 0.246844, 0.8898 },
OutTan { -0.35512, -0.145651, 0.246844, 0.8898 },
3833: { -0.0966468, 0.183707, 0.00463924, 0.978207 },
InTan { -0.0966468, 0.183707, 0.00463924, 0.978207 },
OutTan { -0.0966468, 0.183707, 0.00463924, 0.978207 }, |
| 10-13-2004, 09:29 PM | #10 |
thanks, but I have some questions you know how blizard sometimes makes a matrix with two vertex groups how come? And can you add bones to sutom animated units? without object ID's? and do full animation transfers need redistubuting? |
| 10-13-2004, 11:54 PM | #11 | |||
Quote:
Quote:
Quote:
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| 10-14-2004, 12:21 AM | #12 |
sorry I mean custom animated units, aniamted by in things like 3ds max and milkshape? |
| 10-14-2004, 01:00 AM | #13 |
You can deal with them the same way you deal with anything else. |
| 10-15-2004, 09:28 PM | #14 |
you see I have this Raptor model cutom animated by someone else, how would I put a Raider on that it has NO HELPERS! here's a bone from it Bone "Cylinder01" { Parent 15, // "Head" GeosetId 2, GeosetAnimId 2, Translation 2 { Bezier, 16333: { 0.337973, 0.00124818, -3.21202 }, InTan { 0.333579, 0.00122018, -3.17004 }, OutTan { 0.338152, 0.00124933, -3.21373 }, 17333: { 0.00135452, 0, -0.0128351 }, InTan { 0.150961, 0.00055839, -1.43469 }, OutTan { 0, 0, 0 }, } Rotation 5 { Hermite, 16333: { 0, -0.0305385, 0, -0.999534 }, InTan { 0, -0.0306621, 0, -0.99953 }, OutTan { 0, -0.0306621, 0, -0.99953 }, 16467: { 0, -0.0305385, 0, -0.999534 }, InTan { 0, -0.0204728, 0, -0.99979 }, OutTan { 0, -0.0204728, 0, -0.99979 }, 16767: { 0, -0.0958445, 0, -0.995396 }, InTan { 0, -0.12118, 0, -0.992631 }, OutTan { 0, -0.12118, 0, -0.992631 }, 16933: { 0, -0.0530341, 0, -0.998593 }, InTan { 0, -0.0549395, 0, -0.99849 }, OutTan { 0, -0.0549395, 0, -0.99849 }, 17000: { 0, -0.0305385, 0, -0.999534 }, InTan { 0, -0.0236996, 0, -0.999719 }, OutTan { 0, -0.0236996, 0, -0.999719 }, } Scaling 6 { Bezier, 16333: { 1, 1, 1 }, InTan { 1.27218, 1.08101, 1.98178 }, OutTan { 1.00222, 1.00066, 1.00801 }, 16467: { 1.168, 1.05, 1.606 }, InTan { 1.1687, 1.05037, 1.60994 }, OutTan { 1.16957, 1.05083, 1.61487 }, 16767: { 0.699301, 1, 0.699301 }, InTan { 0.70829, 1.00024, 0.706204 }, OutTan { 0.704295, 1.00013, 0.703136 }, 16933: { 1.42657, 1, 1.42657 }, InTan { 1.43396, 1, 1.43396 }, OutTan { 1.42953, 1, 1.42953 }, 17000: { 1, 1, 1 }, InTan { 1.00476, 1, 1.00481 }, OutTan { 1.02379, 1, 1.02403 }, 17333: { 0.958425, 0.987627, 0.850033 }, InTan { 0.981107, 0.987929, 0.870066 }, OutTan { 0, 0, 0 }, } what do I do? |
| 10-16-2004, 08:20 PM | #15 |
just wondering I've tried making a Tauren with tauren cheftain's animations, but it's hands are strange could you do it for me, or is it impossible (I understand if you're too busy) |
