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Animation show in MDX viewer but model wont work in WE

02-11-2007, 09:46 AM#1
bowzerbro

(picture don't loop.. :p)
That is a footman with the archer animations. Before I converted I renamed all animations on the archer so that they would be the same as the footman's, though it wont show in WE and it fails to find the model.
I have tried;
- Moving animation from Night Elf Archer to Human Footman by using animtransfer
- Moving animations by using a txt-editor(in various ways)
But none of the end result models will show up in WE.

Anyone know a good way to extract animations from a unit and give them to another(where it works in editor, if it works in model viewer wont make any difference)?

Please someone help.
02-11-2007, 03:18 PM#2
Guesst
Save, close, and reopen the world editor.

Or, you can do the following in this order for fasterness: import, save, assign it to a model.
02-12-2007, 02:15 AM#3
bowzerbro
Quote:
Originally Posted by Guesst
Save, close, and reopen the world editor.

Or, you can do the following in this order for fasterness: import, save, assign it to a model.
Wonderful man, it works :) I'll add them here once I am done with them, need an animation for polearms too, and a good one for axes :x
Also, I'll probably remove their helmets :)
02-12-2007, 04:19 AM#4
bowzerbro
Almost done with helmless model, fixing sizes and textures.
There will be 4 these types of footmen when I am done;
1. Footman with normal animations and no equipment(no equipment includes no helm).
2. Footman with archer animations and no equipment.
3. Footman with a good animation for swinging a polearm and no equipment. (Yet to find a good one for this)
4. Footman with a good animation for chopping with mighty axes and as the others.. no equipment.

Almost done with the two first on list, a lot of txt-editing to make textures correct. Not sure how to make sure stuff stick together in animations. :\ Will figure that out I hope. Any help appreciated!
02-12-2007, 11:05 AM#5
Rao Dao Zao
The only halberd-based animations I've ever seen are on the Felguard. Don't know if they'd work on the footman, though.
02-12-2007, 12:49 PM#6
bowzerbro
Quote:
Originally Posted by Rao Dao Zao
The only halberd-based animations I've ever seen are on the Felguard. Don't know if they'd work on the footman, though.
Seen that one, will use it. Though there is only one slash so it is pretty boring ;p
Guess it will have to do as both attack one and two ;P

Right now I am working on txt-editing a mdl file.. :p I am adding the bow and arrow animation + object(emitter), and I added the quiver for the arrows, but I will remove it to use the geomerger for it instead since it doesn't have any animations.
The bow has 1 animation = The string on the bow moves.
The arrow is fired away and is picked from the quiver.

Is there any easier way to do this then please tell me, I've spent many hours already writing a the difference between frames and stuff to calculate where to put the new animation in.
Since I don't know any c++ or basic I use mirc for scripting a new list of frames. BUT, Mirc keeps removing parts of the text for no apparent reason ;p

I used the animationtransferer to move three animations from the archer model to the modified footman model that I've been working on.
The mod archer-footman doesn't have his own bow, quiver, arrow or bow string so I thought I'd add that.
* First I started out by taking the whole archer model and removing everything but her bow, arrow, quiver and the all mighty bow string. Oh and the emitter...
I tried using editor to fix stuff by hiding and showing, but frames were so off. By like 200k frames so.. Had to fix,, and still working on that.
I'm checking for the first frame in my already transfered attack - 1 animation and then checking in the archer models attack - 1 animation sequence for the arrow. Then I start calculating the length between each frame in the arrows animation, script, calculate the frame numbers from the initial frame from my archer footman, put them in the emitter settings.. etc etc
Is there an easier way? XP Would save many hours.. though I would know more about .mdl ;p...

Will now write a script that calculates the frames by itself and then rewrites them to the correct frames. :\
02-12-2007, 01:57 PM#7
Guesst
That sounds like some impressive effort you're putting in there.
I think the key redistributer is what you're looking for: http://www.oinkerwinkle.com/tools/download.html .
02-12-2007, 03:23 PM#8
bowzerbro
Quote:
Originally Posted by Guesst
That sounds like some impressive effort you're putting in there.
I think the key redistributer is what you're looking for: http://www.oinkerwinkle.com/tools/download.html .
Reading this made me feel stupid and like I have an guardian angel who thinks I spend too much time by the computer ;D "What is the answer to life, the universe and everything?" was it 46?
Well, I have ambition towards my map plan ;p Still along way to go since I have A LOT of trouble making all triggers work. I decided to work on some more fun triggers after around 40 hours spent on trying to fix my harvesters targeting system. A friend asked me why I would use a system like that.. Just because it is the way I want it I say.
Thanks for a great thing once more Guesst, you saved me from my stupidity once more ;p Hehehe, too bad I can not rep you three times.
I am going to do social stuff for the rest of the day I believe, so no work on the map and its models for maybe.. the whole week I don't know :|
Link to Project
02-12-2007, 05:29 PM#9
Rao Dao Zao
42.