| 01-25-2006, 09:34 PM | #1 |
I've seen some models like Xaran's Dark Rider or Drider Hero on wc3sear.ch wnich had parts or whole models ( with bone sructure etc. ) added on them. Well, I would like to know how to do that ![]() |
| 01-26-2006, 09:34 AM | #2 |
I have a method of taking exported models from Milkshape and grafting them onto existing warcraft models. But it's long and slow and you need to know the exact helper/bone structure of your target model. Putting two different skeletons together... There's no reason why not, but you'd need to seriously tweak the animations of the part being added so they matched lengths with the base model. So... Is it worth the effort? Sounds like a serious job. Kudos to Xaran for managing it. |
| 01-26-2006, 10:49 AM | #3 |
Profet made something that merges units. Go poke him. |
| 01-26-2006, 01:19 PM | #4 |
RDZ, does your method requires the use of Milkshape? If yes then it's too bad, but if not then please tell me.^^ Bones and helpers are nothing new to me and I really would like to know how to merge models. Thanks Whitehorn, I'll try to contact him. |
| 01-26-2006, 03:06 PM | #5 |
Not necessarily; all it needs is a model that has been attached to a dummy skeleton, then you simply transfer the geoset(s) by hand, and reroute the matrices to match the target model's skeleton. Once I've got the Finaliser working properly with geosets, I'm going to include an in-depth tutorial. |
| 01-26-2006, 05:36 PM | #6 |
The secret is really simple: first we take 3dsmax 5 and then we use fadis moundir importer, by following Cookie's tutorial we import both models and then we reattach the meshes to the bones, later we reset the NOTE ANIMATION KEYS and then we reanimate one of the models or addapt 1 model's keys to another. here is a sample http://www.wc3campaigns.com/showthread.php?t=78603 |
| 01-26-2006, 06:05 PM | #7 |
he need a way to avoid using a modelling program, i think it can be done with redistributing the animations(takes really long), rename the bone structure, then put the bones, and geosets together, and do the final touches in vertex modifier but im a llame modeller |
| 01-26-2006, 07:39 PM | #8 |
without a modelling program is almost impossible to make 1 of the models fit well to the other, even thought he could merge some anims to fix that. |
| 01-26-2006, 09:40 PM | #9 | |
Quote:
Ill be waiting :), Wouldnt Oinkerwinkles geoset merger help with it? |
| 01-27-2006, 08:40 AM | #10 |
Nope, because that puts all the vertices into one group and assigns them to the one matrix. We don't want that. |
| 01-27-2006, 01:45 PM | #11 |
Thx BlinkBoy, I'll try your method, I have 3ds so it's no problem ( I've wanted to avoid using milkshape :P ) And, I'm waiting too for RDZ's tutorial^^. |
| 01-27-2006, 03:47 PM | #12 |
Well, it'll be a while; I can only on the Finaliser at school, and we're on study leave for prelims. It'll be a few weeks before the next version arrives. |
| 02-12-2006, 08:30 PM | #13 |
i could get my 2 models to max with the same animation frames, but when i try to export them (using the art tools) i get the following error: "The following objects are missing both opening and closing key frames in the specified sequences: and then a list of bones and animations" what can i do about it? |
| 02-12-2006, 10:34 PM | #14 |
by using Dope Sheet or note track, refresh the animation keys(simple select it and move it to a side and reset them in its correct frame), this is because those keys set in sub frames (example frame 152:07). |
