@Quote from HellFire0102:
Since you have to import Shoulders, Weapons and Helmet seperatly, the Attachement will screw up when they are nor Rotated correctly. That's why i rotated them in 3dsmax and imported. Lots of work to roatate and place them correctly. Because i have done that. Somehow the particles are not working. I didn't care so i didn't look into this. (and i really have no experience with 3dsmax) For Clarification. All attachements move with the Character. So they don't freeze like they would if you rotate them in Galaxy Editor via SOp's I have spoken to 2 very expierienced Data Editors about this, they also couldn't find out why they freeze when rotated via SOp's.
I'm not sure what you did, or who you talked to, but today I decided to muck around with wow model importing. I did all this just fine without using 3ds to do funky rotations etc:
In fact, did all that with data editor and the wow model viewer to extract. No funky site operations,
the only SO rotation I did was when the object is laying on the ground, I rotated it so they look better direction wise how they lay. Since they aren't animated while on the ground it won't matter much.. The Site Operation rotations are usually.. less than stellar for non-stationary objects, since attachment's rotations are constantly being updated by their bones' location. So even if you set explicit rotations, the moment the animation updates it'll funkify the rotation of an attachment done via site operations. It can work, but.. it's annoying and situational.
I had to clean up the default animations, tweak some things here or there, e.g. scale the shoulders, but the default imported m3 model was fine attachment wise. It had attachment points already set for the weapons and shoulders that work seamlessly in SC2. Some of the animation names aren't compatible, but easily renamed inside wow model viewer.
Also not much documentation on how to do variations with textures, so that took me a bit to isolate and get working when you equipped the armor to do a texture swap. But you're seeing a single model, with shoulders/weapon attaching.
So, I imported a doodad, the Onyxia Dungeon Gate to be exact. It works completely, I can play the animations in the previewer. I didnt manage to get it on the map yet though.
Only thing is, I exported it with the wrong animation names, so I couldnt make the animations play through triggers yet, but thats just a matter of changing the animation names when exporting. Anyway, Im making progress.
Custom models still dont work well at all, hes working his butt off on them, and its coming along nicely, however, still has its issues as you have found out =D nothing you can do for now.
Side Note:
This tutorial will be getting a massive update and redesign in the next few days, keep checking back =D
I found this importer acting strangely when I imported the boneguard model after trying to fix it, it seemed to have actually come with the particles
.
This seemed to be accidental, but does show that importing particles isn't that far off.
Great tutorial, especially with the link given by Xackery I managed to add wow doodads in my map in no-time. Finally a bit more medieval doodads to use!
I have gotten the wow character model for an orc warrior in tier 9 into wow along with the models for its shoulders and its helm. I am wondering if you know how to attach the thoulder and helm models. I have been trying to grok/research this with little to no avail.
@Quote from HellFire0102:
Since you have to import Shoulders, Weapons and Helmet seperatly, the Attachement will screw up when they are nor Rotated correctly. That's why i rotated them in 3dsmax and imported. Lots of work to roatate and place them correctly. Because i have done that. Somehow the particles are not working. I didn't care so i didn't look into this. (and i really have no experience with 3dsmax) For Clarification. All attachements move with the Character. So they don't freeze like they would if you rotate them in Galaxy Editor via SOp's I have spoken to 2 very expierienced Data Editors about this, they also couldn't find out why they freeze when rotated via SOp's.
I'm not sure what you did, or who you talked to, but today I decided to muck around with wow model importing. I did all this just fine without using 3ds to do funky rotations etc:
In fact, did all that with data editor and the wow model viewer to extract. No funky site operations,
the only SO rotation I did was when the object is laying on the ground, I rotated it so they look better direction wise how they lay. Since they aren't animated while on the ground it won't matter much.. The Site Operation rotations are usually.. less than stellar for non-stationary objects, since attachment's rotations are constantly being updated by their bones' location. So even if you set explicit rotations, the moment the animation updates it'll funkify the rotation of an attachment done via site operations. It can work, but.. it's annoying and situational.
I had to clean up the default animations, tweak some things here or there, e.g. scale the shoulders, but the default imported m3 model was fine attachment wise. It had attachment points already set for the weapons and shoulders that work seamlessly in SC2. Some of the animation names aren't compatible, but easily renamed inside wow model viewer.
Also not much documentation on how to do variations with textures, so that took me a bit to isolate and get working when you equipped the armor to do a texture swap. But you're seeing a single model, with shoulders/weapon attaching.
So, I imported a doodad, the Onyxia Dungeon Gate to be exact. It works completely, I can play the animations in the previewer. I didnt manage to get it on the map yet though.
Any idea how?
Neb: make a model. make an actor. make a unit (or set the actor to doodad if that's what you want).
In that case I have to link those 3 together, right?
I dont know how thats done.
I've already been asking about this in another topic, but no1 really replies to it :S.
Here. How to import a custom model and make it a model-actor(doodad), and brief explanation on unit-actor-model creation too.
@Xackery: Go
That looks great!
Already thanked you on the other topic, but incase you missed it ;). Thanks!!
Now I should be able to make some progress in my TD map.
yay, I managed the get the Doodad in game :).
Only thing is, I exported it with the wrong animation names, so I couldnt make the animations play through triggers yet, but thats just a matter of changing the animation names when exporting. Anyway, Im making progress.
im using the latest version WMV_Binary_v0701_r462_Win32 on the downloads page
and i still cannot export custom model (unique models work) (custom models work right? only the helmet, shoulders, equipment dont?)
when i try to export custom model, it saves the hair.tga as an unreadable file of 18 bytes
anyone know how to fix this? i've tried several versions of the viewer since the announcement that custom models could be exported
@HatsuneMikuMegurine: Go
Custom models still dont work well at all, hes working his butt off on them, and its coming along nicely, however, still has its issues as you have found out =D nothing you can do for now.
Side Note:
This tutorial will be getting a massive update and redesign in the next few days, keep checking back =D
@HatsuneMikuMegurine: Go
r462 or r475 can export custom models without helmet, shoulder, weapon.
oops in my previous post im not using r436 thats old one
i was using WMV_Binary_v0701_r462_Win32
and it would not export the hair.tga correctly
so are there specifc settings i need to set for custom model?
because i am using r462 (WMV_Binary_v0701_r462_Win32)
and custom model hair.tga did not work
uh....i have a mac...is it possible to do this without windows?
Seems to have worked for me as well
I found this importer acting strangely when I imported the boneguard model after trying to fix it, it seemed to have actually come with the particles .
This seemed to be accidental, but does show that importing particles isn't that far off.
yeah this ditto
anyone??
Amazing tutorial, simple yet effective without expensive software! SCORE!
Great tutorial, especially with the link given by Xackery I managed to add wow doodads in my map in no-time. Finally a bit more medieval doodads to use!
@Molster:
I have gotten the wow character model for an orc warrior in tier 9 into wow along with the models for its shoulders and its helm. I am wondering if you know how to attach the thoulder and helm models. I have been trying to grok/research this with little to no avail.
On the given link for the WoW Model Viewer, there is no longer a DEV WORK version on it (or at least from what I saw).