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how to rotate animated model?

06-23-2007, 05:00 PM#1
rednek
I need to rotate animated model of unit (footman). But animation starts to be strange when I try to rotate polygons in mago's war3Model Editor. Is there any way to solve this problem?
06-23-2007, 05:03 PM#2
Whitehorn
Can I ask why?
06-23-2007, 05:28 PM#3
rednek
I want him to walk on walls, but Roll/Pitch angle allow him to do it only if he walk to one direction.
06-23-2007, 06:10 PM#4
Whitehorn
You'd have to rotate a bone, bone_root, to prevent everything from being distorted. I'm not sure if Magos can do that.
06-23-2007, 06:28 PM#5
Rao Dao Zao
It can.

But it has a habit of eating rotation keys if you try to edit them, so I'd suggest doing it by notepad.
06-23-2007, 07:12 PM#6
rednek
I absolutely don't understand how to do it :D
I was open exported model in notepad. Well, there is a root_bone verb, but I can't see any numbers near it, so I don't know what should I rewrite.
Also I don't know how to do it in magos. I think, it will be something in Node Manager, I see the root_bone helper. I was choose: Edit Node > Rotation, but there are many numbers and I don't understand them. I rewrite some of them and I watch what it will do. But everything I see is some changse in animations, not a rotation of model.

I am really sorry for wasting Your time but... Can You be more specifical?
06-24-2007, 10:13 AM#7
Rao Dao Zao
Animation is not something that can be done by hand like that, I'm afraid; at least, not by any sane mortal.

Linear translation and scaling is about as far as I can do by hand; rotation uses 'quarternions' and shit instead of degrees, so you can't just add a key for '90' on the right axis.
06-24-2007, 11:49 AM#8
rednek
But... Where? In Node Manager? if yes then where In Node manager? I feel like a dumbass...
06-24-2007, 01:15 PM#9
Rao Dao Zao
Well, the way I would do it is create a new bone, and move everything to be children of it -- then put the rotate keyframe in to that at 0, and set it to a one-frame global sequence (to save on copying the key for the start of every sequence).
06-24-2007, 03:40 PM#10
rednek
Only one stupid question before I rep You: What is rotate keyframe and where (or how) I can create it?
06-24-2007, 06:54 PM#11
Rao Dao Zao
That's the difficult part.

I'd run up a dummy model in Milkshape with a single bone, rotate it and set the keyframe, then export -- unless you've tried it and run out of trial, then you can do it that way as well.

Anyway, once exported, I'd open the MDL and steal the keyframe from the bone, and slot it into my dummy parent-of-all bone in the real model, make sure the time is 0, and use the global sequence etc etc etc as I remarked before.