Blackstar Posted July 20, 2017 Share Posted July 20, 2017 Hey there guys, I am brand new to the site and all the modeling I have ever been involved in has been through WoW Model Viewer. I do have basic knowledge of Photoshop as well given how I edit screenshots there. I have been looking at the forums to solve an issue of mine; How on earth can I export a model to Blender, or WMV without it losing its renders? This is what WMV is doing to the hunter set for example. This is what it should look like (same as in game). I am using a human here because the added armor is more prominent for the screenshot. It is the same for blood elves. (Focus on gloves and pants). Any ideas how to fix this thing? It would be massively appreciated! Link to comment Share on other sites More sharing options...
Roccus Posted July 20, 2017 Share Posted July 20, 2017 human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that. Link to comment Share on other sites More sharing options...
Blackstar Posted July 20, 2017 Author Share Posted July 20, 2017 7 minutes ago, Roccus said: human model is separated from the armor. there youhave lots of thing like, the human character model, the helmet model, shoulders model and collection of the raid tiers model without taking into account all the texture file (blp needed) I can point you to my 4th part of tutorial here if you wanna learn how to do that. Holy s*** that's detailed. I will study that and watch your videos to try and tinker with it thanks! I will get back to you with results (hopefully)! Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 20, 2017 Share Posted July 20, 2017 So, the "collections" models seem to be the armor with the same skeleton as the target character model. When I first saw that, I expected it to be attached to the character's origin and mimic all the animations. However, it doesn't have any animations! Does anyone have an idea on how this might work? Also, is there any tool one could use to clone character animations on this model? or not Link to comment Share on other sites More sharing options...
Roccus Posted July 20, 2017 Share Posted July 20, 2017 In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear. It has animation in a different way. It has the same bone and bonweight as the target character. So it glues itself on the model when you equip the armor that would normally just be a texture on prior wow version ! Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 20, 2017 Share Posted July 20, 2017 Just now, Roccus said: In fact the collections is applied on itemdisplayinfo.db2, you have the displayid and then model and in legion you can put M2 collections modèle. On your example you can put the glove texture and then you need to write collections ID etc in the db2 and in game the part will appear. 6 I understand, but I imagine this would require heavy core editing in order to work on older versions of wow. Therefore, since 1 minute ago, Roccus said: It has the same bone and bonweight as the target character I believe a good workaround would be to clone the character model's animations. Then, the equipped item would apply a hidden aura on the character, which attaches the said model to the character's origin. The model should mimic the character's animations in a similar way to Dark Apotheosis wings and that warlock helmet which has wings appearing when you jump. or not Link to comment Share on other sites More sharing options...
Inico Posted July 20, 2017 Share Posted July 20, 2017 3 hours ago, Смердокрыл said: I understand, but I imagine this would require heavy core editing in order to work on older versions of wow. I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1: Also, some bugged models converted with mdxtom2 attach to other models the same way the collection armor attaches to the character. However there is no documentation about it, as far as I know. You can also add mode attachment points to the caracter models and attach each armor piece separately with spells. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 20, 2017 Share Posted July 20, 2017 1 minute ago, Inico said: I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1: His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations. In short, it is what I am proposing to do, but I'd need to clone animations somehow 2 minutes ago, Inico said: You can also add mode attachment points to the caracter models and attach each armor piece separately with spells. 1 Quite a lot of them will move ugly, and it is also rather time-consuming or not Link to comment Share on other sites More sharing options...
Inico Posted July 20, 2017 Share Posted July 20, 2017 13 minutes ago, Смердокрыл said: His hands are separate creatures mounted (literally) on the "body" creature. And they all have animations. Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). If you attach multiple models, each one of them will play its animationsseparately. Kologarn is a special case. It has a lot of potential for more character customization. 13 minutes ago, Смердокрыл said: Quite a lot of them will move ugly, and it is also rather time-consuming Only armor pieces with more than 1 bone per geoset, I would say less than 10% of them. It would take like 1 week of work, but it's possible, nonetheless. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 20, 2017 Share Posted July 20, 2017 4 minutes ago, Inico said: Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). It has a lot of potential for more character customization. It appears that if they have animations with the same name, it is somehow parented.. The same thing happens with that warlock helmet I mentioned: or not Link to comment Share on other sites More sharing options...
Inico Posted July 20, 2017 Share Posted July 20, 2017 4 minutes ago, Смердокрыл said: It appears that if they have animations with the same name, it is somehow parented.. The same thing happens with that warlock helmet I mentioned: I tried that before but each model moves individually. Never managed to synchronize them (if the torso is at animation 0 frame 553, the hands should be at animation 0 frame 553 as well, but that never happens, only in Kologarn). Whatever, serverside is not my thing lol. If anyone could link some documentation I would really appreciate it. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 20, 2017 Share Posted July 20, 2017 10 minutes ago, Inico said: If anyone could link some documentation I would really appreciate it. By looking at the related Vehicle.dbc /VehicleSeat.dbc entries, I am fairly sure it is done in VehicleSeat.dbc, m_flagsB. The seats for Kologarn's arms have 0x10006, which, rather suspiciously, cannot be explained by any given documentation (not even by DBCEnums.h!!!) or not Link to comment Share on other sites More sharing options...
MR.Farrarie Posted July 21, 2017 Share Posted July 21, 2017 https://www.youtube.com/playlist?list=PLncYKU8IbJgoj7wXoUJodvX86kzKlmCzB Kologarn parts is in sql all other creature they all have animation same as making creature mounts like some of the death knight cav in icecrown Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 21, 2017 Share Posted July 21, 2017 3 hours ago, MR.Farrarie said: https://www.youtube.com/playlist?list=PLncYKU8IbJgoj7wXoUJodvX86kzKlmCzB This is only about belts, which are probably the easiest part to attach (and have a not-too-bad-looking result) 3 hours ago, MR.Farrarie said: Kologarn parts is in sql all other creature they all have animation same as making creature mounts like some of the death knight cav in icecrown 3 If you are talking about CreatureAddon's "mount" column, then I don't think it's that, because Kologarn has a vehicleid, so it's safe to assume that his arms are mounted on his torso the proper way (also, if they were using CreatureAddon, we wouldn't be able to kill them separately). So, what's left to understand how his body parts mimic each other's animations, is, I think, to find any unusual flags in Vehicle.dbc/VehicleSeat.dbc or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 22, 2017 Share Posted July 22, 2017 THIS seems useful Though I struggle to understand how it works, because it is just SO unstraightforward or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 31, 2017 Share Posted July 31, 2017 I think I found something! Take a look at https://wowdev.wiki/M2#Attachments, M2Track<uchar> animate_attached; or not Link to comment Share on other sites More sharing options...
MR.Farrarie Posted July 31, 2017 Share Posted July 31, 2017 Kologarn parts use the same anim and its all attach as creature so when he attack all of his body play anim that look like one creature like when he attack his arm do the punch his face get angry or whatever etc and the link you send is attachment of the m2 its like where you want to put things like helm wings particule and where misssle get of etc Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 31, 2017 Share Posted July 31, 2017 Yes, I know, that's the point. I'm looking for ways to replicate that or not Link to comment Share on other sites More sharing options...
Legion Armor Models
By Blackstarin Modeling
Recommended Posts