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Need someone to edit a model's attachment points.

05-18-2006, 01:26 AM#1
Exilus
I need someone to edit the attachment points of the hands/weapons of this Halo Masterchief model so they can work correctly, actually, the attachment points are messed up: if you try to make him wield a weapon, he will wield it backward, and not correctly. heres the link to the model:

http://www.wc3sear.ch/index.php?p=Mo...a7708c33d153ae

id be glad if anyone could ALSO fix this other Masterchief Model, wich has the exact same problem:
http://www.wc3sear.ch/index.php?p=Mo...a7708c33d153ae


Thanks in advance to anyone willing to help me!


i will add REP to anyone who fix this for me.
05-18-2006, 12:11 PM#2
Rao Dao Zao
Use Magos' Model Editor (can be found at wc3sear.ch) to modify the positions of the attachment points, rename them, or whatever might be necessary.
05-18-2006, 02:52 PM#3
Exilus
Quote:
Originally Posted by Rao Dao Zao
Use Magos' Model Editor (can be found at wc3sear.ch) to modify the positions of the attachment points, rename them, or whatever might be necessary.


ok, i downloaded magos editor, how do i make the points appear on the model? i have absolutly no clue how to edit them....

and i think the POSITION is correct, but the angle isnt.
05-18-2006, 07:39 PM#4
Rao Dao Zao
Stage one: are there actually any points at all? Window -> Node Manager, and look for the paper clip icons. There should be two hands (left and right), two feet (left and right), pelvis, origin, head and overhead at least.

Stage two: Make sure the attachments are children of the appropriate bones; this may be related to the issue you describe. The names of the attachments explain where they should go, but the bone names may not; so you may have to infer the correct bones by other means.

Stage three: The attachments' positions should be pretty much on top of their parent bones; check that they're not too far from the parent.

That's all I can say right now, you'll probably have to mess around and experiment a lot.
05-18-2006, 11:34 PM#5
Exilus
Quote:
Originally Posted by Rao Dao Zao
Stage one: are there actually any points at all? Window -> Node Manager, and look for the paper clip icons. There should be two hands (left and right), two feet (left and right), pelvis, origin, head and overhead at least.

Stage two: Make sure the attachments are children of the appropriate bones; this may be related to the issue you describe. The names of the attachments explain where they should go, but the bone names may not; so you may have to infer the correct bones by other means.

Stage three: The attachments' positions should be pretty much on top of their parent bones; check that they're not too far from the parent.

That's all I can say right now, you'll probably have to mess around and experiment a lot.


there is:
(attachments names)
Chest Ref
Hand Ref
Weapon Ref
Origin Ref
Head Ref
Overhead Ref

they are not linked to anything, they are just at the botom, in a separated catgory.


how do i see if an attachment point is near a parent bone? when i open node editing, i dont see anything appearing on the model...

How do i see if an attachment is children to a bone?

i dont even know how to see the current values of X, Y, and Z when i put my mouse somewhere on the guy...



this is bloody too compliacted for me...ill just be waiting for someone to fix it for me, thanks for help tough..
05-19-2006, 10:43 AM#6
Rao Dao Zao
Go through some of the tutorials in the help file, to get to know your way around the editor.

Parent/child relationships are shown by the tree structure; parents on the left, children on the right.

So see an XYZ value, double-click the node. Nodes do not appear on the actual model; so you'll need to do a bit of guesswork and light maths to see if the attachments are where they should be.
05-19-2006, 11:35 AM#7
Exilus
Quote:
Originally Posted by Rao Dao Zao
Go through some of the tutorials in the help file, to get to know your way around the editor.

Parent/child relationships are shown by the tree structure; parents on the left, children on the right.

So see an XYZ value, double-click the node. Nodes do not appear on the actual model; so you'll need to do a bit of guesswork and light maths to see if the attachments are where they should be.



do i have to edit the name to make it work? the XYZ values of HAND REF are very similar to the bone Right Hand. so i have to make HAND REF children of Right Hand, but do i have to Rename HAND REF to HAND RIGHT to make it work?
05-19-2006, 11:41 AM#8
Rao Dao Zao
Well, Hand Right REF, yes.
05-19-2006, 03:02 PM#9
Exilus
the gun is still pointing the sky when i attach him to the hand of my character.
05-19-2006, 03:07 PM#10
Rao Dao Zao
Then the attachment model is in the wrong.
05-19-2006, 06:58 PM#11
Exilus
Quote:
Originally Posted by Rao Dao Zao
Then the attachment model is in the wrong.


not at all, the attachment model works perfectly on ANYTHING else.
and this is why i need someone experimented to fix it.

for someone good with the program, i bet it can be fixed in 15 mins..im not asking much....im not asking to modify the character completly...

so ill just wait. thanks for your help.
05-19-2006, 07:07 PM#12
Rao Dao Zao
Check that there is no rotation under the attachment points; perhaps they're being animated unnecessarily.
05-20-2006, 01:18 AM#13
Exilus
Quote:
Originally Posted by Rao Dao Zao
Check that there is no rotation under the attachment points; perhaps they're being animated unnecessarily.


there is a rotation...well, alot of numbers on a text file when i click "rotation".
perhaps that's what causing the problem? ill check tommorow.



Gnight.
05-20-2006, 10:24 AM#14
Rao Dao Zao
Yeah, open up the rotation section of all the attachments and just delete everything.
05-20-2006, 12:22 PM#15
Exilus
Quote:
Originally Posted by Rao Dao Zao
Yeah, open up the rotation section of all the attachments and just delete everything.


if it doesnt work, ill just copy everything on the Right Hand and Weapon attachments of a model that actually HAS its points working, and ill paste them onto my model, then change the XYZ values to the appropriate.