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WotLK Dual Weilding (demon hunter artifacts)

By staleness665
in Retro-Porting

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Hi, I'm desperate, hoping maybe someone could give me a clue as to whether or not this is fixable and if so how.. I have retroported most of the legion artifact weapons using multiconverter, and I'm having an issue with one handed weapons and the attachment position when dual wielding. when a weapon is in the offhand, it is positioned in the same direction as the main hand. like this, if any weapons are asymmetrical (demon hunter glaives), then it doesn't look right, not to mention clipping. I tried to find an instance of a wotlk stock item that didn't have this problem, but I can't even find a non-symmetrical weapon that applies to this. Anyone ever figured this out?

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1 hour ago, staleness665 said:

Hi, I'm desperate, hoping maybe someone could give me a clue as to whether or not this is fixable and if so how.. I have retroported most of the legion artifact weapons using multiconverter, and I'm having an issue with one handed weapons and the attachment position when dual wielding. when a weapon is in the offhand, it is positioned in the same direction as the main hand. like this, if any weapons are asymmetrical (demon hunter glaives), then it doesn't look right, not to mention clipping. I tried to find an instance of a wotlk stock item that didn't have this problem, but I can't even find a non-symmetrical weapon that applies to this. Anyone ever figured this out?

It it linked to itemdisplayinfo, column 11, it's a flag you must put into there to tell the weapon to 'flip'. You have to find this by searching a weapon that does this without having a  left.m2. If i remember correctly (i'm really not sure) i did it for a patch i made for WoD, the flag was 129 or 123 or 126

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I think same thing as Farrarie said, and if remember correct i had come across to a similar post in modcraft and it was suggested to enter it in blender and rotate it. I think was alastor that had something, but now most of his videos/pictures links are down. Pretty sad for that to be honest.

Like my project and you like to support me you can do it here!

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6 hours ago, Roccus said:

It it linked to itemdisplayinfo, column 11, it's a flag you must put into there to tell the weapon to 'flip'.

That flag was introduced in Cataclysm.

As I said in Modcraft:
-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to rotation and create a new linear animation with the global sequence you just created:

0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

-Bind all bones to bone0 (or repeat the process with all floating bones).

It's quite similar to this method to reposition helmets, but go to "rotation" instead of translation.

My result:

OULJcRg.jpg

You can rotate it in Blender as well, but it takes more time.

.

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  • 2 weeks later...
On 2017-6-3 at 9:58 PM, jeask said:

How do I find these values?

It's a quaternion animation (XYZW instead of XYZ). More information here.
Since we don't have a proper quaternion converter, you can just rotate a random model in MDLVIS, convert it to m2, open it with pymodeleditor and copy the quaternion values. It just takes a few seconds.

.

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  • 5 years later...
On 5/22/2017 at 11:14 PM, Inico said:

That flag was introduced in Cataclysm.

As I said in Modcraft:
-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to rotation and create a new linear animation with the global sequence you just created:

0:{ 32767 , 32767 , -1 , -32767 } 1234:{ 32767 , 32767 , -1 , -32767 }


0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

-Bind all bones to bone0 (or repeat the process with all floating bones).

It's quite similar to this method to reposition helmets, but go to "rotation" instead of translation.

My result:

OULJcRg.jpg

You can rotate it in Blender as well, but it takes more time.

this is my result, its not on the right position
any solution?

Screenshot (141).png

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On 7/15/2022 at 4:37 AM, xhidan said:

this is my result, its not on the right position
any solution?

Screenshot (141).png

It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure? 

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10 hours ago, Cyn said:

It’s a little hard to decipher from the image, but it looks like you managed to rotate some of the model, maybe it’s not all linked together in the bone structure? 

image.thumb.png.a6f9b63864fd5d3bf411430ea6c57591.png

i finally managed to fix offhand weapon, i edit the model using blender and rotate it
and now i fixed it ^_^

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