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WoWConverting Animation Problem

03-15-2006, 02:16 PM#1
Thunder_Eye
Hi all, Ive followed the WoWModel tutorial at http://82.170.159.98/?p=topic&id=2169

It works fine until I come to step 10. I cant seem to remove the animations.

I just get a windod with:
--------------------------
Run-time error '75':

Path/File access error
--------------------------
I can still use the model but there are some extra animations that takes space.
Anyone knows how to fix this?

EDIT: I think I solved the problem.
EDIT2:Anyone knows how to change animation name with MagosModelEditor?
03-17-2006, 09:02 AM#2
Rao Dao Zao
Just go to the Sequences Editor, double click on the offending sequence and you're there.
03-17-2006, 09:00 PM#3
Thunder_Eye
Yeah I figured that out, forgot to post here.
Anyway, Anyone knows how to export patricles?
Or, when I use the "Geoset Manager" to remove parts of the model, the parts is named like 039AB0 or something, and everytime I reload the file they change place and name.
Anyone know how to keep track on them? Would be neat to know this so I could export character models.
03-18-2006, 09:45 AM#4
Rao Dao Zao
No can do, Magos' is a bit annoying in that way. The geoset names are completely arbitrary; geosets are not named in the MDX/L. And as far as I'm aware you can't export particles at all, you have to re-add them.
03-18-2006, 11:14 AM#5
Thunder_Eye
Yeah but how do I re-add them then? I tried exporting the "Arcane Intellect" effect, didnt work.

About the geoset, is there any known way then to export character models?
Like anyone knows exactly what parts to be removed or a way to figure it out.
EDIT: nvm I found a way to do that, still wondering about the particles though
03-18-2006, 02:36 PM#6
Rao Dao Zao
Have to add them totally from scratch in Magos'. There's a tutorial in the help file for adding particles.
03-18-2006, 02:47 PM#7
Thunder_Eye
Ok that sucks :/
I'll look through the helpfile then, I'll post If I encounter any trouble
03-19-2006, 04:11 PM#8
xXm0rpH3usXx
but attachmentpoints do not work if u do not have this 3DSMAX plugin blizz banned!
03-19-2006, 05:28 PM#9
Rao Dao Zao
Attachment points can be added easily enough with Magos' model editor or by hand.
03-20-2006, 01:16 PM#10
Thunder_Eye
Huh? the attachment points works for me, hands, head, origin.
03-25-2006, 12:51 PM#11
Thunder_Eye
*bump

I read through the Magos Particle Tutorial, dont know I must have done something wrong, and I still dont know how to make a particle, just how to add one to a model.(actually not as it didnt work)
03-25-2006, 03:21 PM#12
Rao Dao Zao
If it's not working, you've probably skipped a tiny wee section by accident. Particles are fickle. Very fickle. Especially in Magos'.
03-25-2006, 04:13 PM#13
Thunder_Eye
Well I think I know now what the problem is, the skins alpha that I export is rather fucked up so I have to change it, and also I have to add the color. And I suck att skinning and dont know how to make it any good
03-25-2006, 05:36 PM#14
Rao Dao Zao
You can always make the model ignore the alpha channel by changing the main materials' filtermodes to "None", if the worst comes to the worst.