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Can anyone fix the attachment points for this model?

05-09-2007, 05:36 AM#1
The Curse
I found a perfect model for my map. It's the Master chief model. The anims were great and the skin was gorgeous...but sadly the attachment points are messed up. When I tried attaching a weapon to his arm it's backward. So can anybody fix it for me, please? I don't think it's very hard but I can't model...

Here's the model link.
05-09-2007, 08:09 AM#2
Rao Dao Zao
I've seen a million requests for this model to have its attachments fixed... I once tried to coach somebody through it, but they failed horribly, if I remember correctly...
05-09-2007, 11:27 PM#3
The Curse
...

is it seriously that difficult to fix attachment points?

I never knew.
05-10-2007, 07:09 AM#4
Rao Dao Zao
Definitely not.

They're just nodes on the end of other nodes like anything else. Probably just people failing to understand my instructions.

And the fact that I was coaching them without even looking at the model...
05-11-2007, 12:38 AM#5
The Curse
Well, can you please fix the attachment points or at least give me instructions on how to do it myself?

Because telling me the failures of your past students isn't really helping. No offense.
05-11-2007, 08:52 AM#6
Rao Dao Zao
I tend to ramble.

But explaining how to fix something all depends on what the problem actually is, and I haven't the time to load this model in-game to take a look.

As precise an explanation as you can give, please, and include screenshots if necessary.
05-12-2007, 02:33 AM#7
The Curse
Ok.

Now as you can clearly see...
Zoom (requires log in)

It's backward, the arm attachments.

In fact in this picture it looked like he's a witch.
Attached Images
File type: jpgChiefyError.jpg (269.2 KB)
05-12-2007, 03:11 AM#8
Rinpun
The bone it's attached to is probably facing the wrong way. Are the bones named in the .mdl?
05-12-2007, 04:08 AM#9
The Curse
Hidden information:
Collapse JASS:

Bone "Mesh_Head" 
    ObjectId 0,
    Parent 15,
    GeosetId 0,
    GeosetAnimId 0,

Bone "Mesh_Torso" 
    ObjectId 1,
    Parent 16,
    GeosetId 0,
    GeosetAnimId 0,

Bone "Mesh_Pelvis" 
    ObjectId 2,
    Parent 17,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Leg1_R" 
    ObjectId 3,
    Parent 18,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Leg1_L" 
    ObjectId 4,
    Parent 19,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Leg2_R" 
    ObjectId 5,
    Parent 20,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Leg2_L" 
    ObjectId 6,
    Parent 21,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Foot_L" 
    ObjectId 7,
    Parent 22,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Foot_R" 
    ObjectId 8,
    Parent 23,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Arm1_R" 
    ObjectId 9,
    Parent 24,
    GeosetId 0,
    GeosetAnimId 0,

Bone "Mesh_Arm1_L" 
    ObjectId 10,
    Parent 25,
    GeosetId 0,
    GeosetAnimId 0,

Bone "Mesh_Arm2_R" 
    ObjectId 11,
    Parent 26,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Arm2_Left" 
    ObjectId 12,
    Parent 27,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Hand_R" 
    ObjectId 13,
    Parent 28,
    GeosetId 1,
    GeosetAnimId 1,

Bone "Mesh_Hand_L" 
    ObjectId 14,
    Parent 29,
    GeosetId 1,
    GeosetAnimId 1,

...So yeah I would say it does.
05-12-2007, 03:34 PM#10
Rao Dao Zao
Grumble.

This model is, I have to say, one of the most shoddily built ever. But, I believe that have ascertained the cause of your problem.

See, instead of having the attachment points children of the appropriate nodes (you know, head being a child of the head bone, hands being attached to the hands, etc etc etc), the creator has opted for animating the attachment points themselves.

Inefficient, illogical, ineffective, and horribly impractical.

So what you need to do, is acquire yourself (if you haven't got it already) Magos' Model Editor. Go to Windows -> Node Manager.

Notice how the attachment points are all down the bottom, rather than spread out evenly through the heirarchy. In fact, notice the almost complete lack of heirarchy.

What you need to do, is right-click and 'edit node' on each of the attachments - go to each of the sections 'translation' and 'rotation', and delete everything.

Now, you will need to use the right-click and 'move up/down/right/left' commands to shunt the points around to their appropriate homes. (It would appear he has no head bone, so shove head and overhead on the torso.)

That should solve your problem. Unless there is more to this shoddiness than meets the eye.