| 06-12-2005, 08:23 PM | #1 |
I've used animtransfer to transfer "Highelf archer"'s all animations to "Nightelf runner". It amazingly worked except when new runner attack. When the new runner attacks, it appears a bone on feet. I thought it is bone names' problem after read oinkerwinkle's tutorials, but what I only found is Highelf Archer has a "Bone Arrow" item while Runner doesn't. I paste Highelf Archer's all "Bone Arrow" to Runner's mdl above "Bone Guts", and it create a terrible mess of painting around Runner....... The question is : How can I transfer archer's animation to runner perfectly ? What should I do on my mdl? Thanks for anyone read this. |
| 06-13-2005, 04:33 PM | #2 |
Guest | You simply have to fix the geosetanims; there are loads of tutorials out there. I hope you made a backup before copying the bone... |
| 06-13-2005, 05:10 PM | #3 |
Now I get what I want, REALLY THANK YOU. |
| 06-13-2005, 09:58 PM | #4 |
Not sure what our friend mean when he said just fix the Geosetanims, and from what I have gathered from your first post you are having major problems with attack animations. When you said "runner" do you mean the Night elf runner as in the campaigns of Frozen Throne or the Human emissary in RoC for instance? I will assume you meant the Night elf runner as it is a closer match to your description. I haven't taken a look at the archer's or the runner's MDLs but I can tell you that you are going to have problems transfering attack animations simply because the archer's attacks do not resemble the runners attack in anyway or form. You would have more luck transfering a footman's attack animation to the runner than trying to transfer the archer attack animation. Remember the animations work by using two things: the geoset- the sets of coordinates that define the bones of the model; and the animation parameters- the rotations, translations or scalings of those bones. You can think of the bones as the way the pixels that make up the rendered model are controlled to move, twist, grow or shrink. That said, if your models have no similarities in certain bones, the coordinates for one set of bones will make very little sense to the next set of bones. Now if you are feeling up to the challenge of transfering the footman attack anim to the runner, I suggest you read a tutorial on how you can do it manually using some basic tools. You can find the tutorials in the modelling section of the tutorials of wc3campaigns. Lastly, if you try translating animations from RoC models to TFT models you might come across some difficulties because blizzard made some slight changes in their models. good luck! |
| 08-08-2005, 08:28 AM | #5 |
Yes, I meant Night Elf Runner. Initially I thought the runner and the archer's animations may fit because their "stand" animations are similar, and use almost the same skin. Finally it works with big luck. I found that the annoying bone apeared only when "attack - 2", so I deleted animation "attack - 2" on MDL. and done. I know it's not a perfect way, and still studying those sticky tutorials. (English is really hard for me.....) Thanks for your explicit reply, it helps so much. |
