This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.
@zzPop: Go
I don't know which Attach mean Center.
static wxString Attach_Names[] = { // enum POSITION_SLOTS _T("Left wrist (shield) / Mount"), // 0 _T("Right Palm"), _T("Left Palm"), _T("Right Elbow"), _T("Left Elbow"), _T("Right Shoulder"), // 5 _T("Left Shoulder"), _T("Right Knee"), _T("Left Knee"), _T("Right Hip"), _T("Left Hip"), // 10 _T("Helmet"), _T("Back"), _T("Right Shoulder Horizontal"), _T("Left Shoulder Horizontal"), _T("Front Hit Region"), // 15 _T("Rear Hit Region"), _T("Mouth"), _T("Head Region"), _T("Base"), _T("Above"), // 20 _T("Pre-Cast 1 L"), _T("Pre-Cast 1 R"), _T("Pre-Cast 2 L"), _T("Pre-Cast 2 R"), _T("Pre-Cast 3"), //25 _T("Upper Back Sheath R"), _T("Upper Back Sheath L"), _T("Middle Back Sheath"), _T("Belly"), _T("Reverse Back, Up Back L"), //30 _T("Right Back"), _T("Left Hip Sheath"), _T("Right Hip Sheath"), _T("Spell Impact"), _T("Right Palm (Unk1)"), //35 _T("Right Palm (Unk2)"), _T("Demolishervehicle"), _T("Demolishervehicle2"), _T("Vehicle Seat1"), _T("Vehicle Seat2"), // 40 _T("Vehicle Seat3"), _T("Vehicle Seat4"), }; static wxString M3_Attach_Names[] = { _T("Ref_Hardpoint"), // 0 _T("Ref_Weapon Right"), _T("Ref_Weapon Left"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), //5 _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), //10 _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Hardpoint"), _T("Ref_Target"), //15 _T("Ref_Target"), _T("Ref_Hardpoint"), _T("Ref_Overhead"), _T("Ref_Origin"), _T("Ref_Head"), //20 };
@HatsuneMikuMegurine: Go
try the newest DEV WORK version.
http://code.google.com/p/wowmodelviewer/downloads/list
Could you make a short list for these models and related bug attachment.
@NiNtoxicated01: Go
r436
characters without shoulder, helmet and weapon
@sherardt: Go
export characters progress:
1. mesh part: ok
2. texture: not yet, need 1-N days
and a version without shoulder, helmet and weapon will be released
3. merge two m2 into m3, need 1-M weeks
@HellFire0102: Go
how about this new version? we don't test many models. just use arthaslichking and elemental for particle test samples.
r421
update export m3
update SetSkin
- random select skin from dbc only
r416 More works on particles.
Thanks Nin and Cutevisor.
@Mienk: Go
try to run it as administrator perm
some m3 particles export work. use Options -> Show Particle to switch export it or not.
@Molsterr: Go
Nin is working on particle effects and have some good results.
r394 - add ability for customizing export m3 animation names
custom models and particles needs more time to figure out how it works in M3.
a UI and list of all animations are needed for rename animations.
@IskatuMesk: Go
I'm thinking how to arrange the ui to make user modify the animation names.
Could you make one ui for that?
And the M3 options must be set after selecting the model.
Menu -> Options -> Export Options -> M3
Select animations you want and then use the export function.
@zzPop: Go
I don't know which Attach mean Center.
@HatsuneMikuMegurine: Go
try the newest DEV WORK version.
http://code.google.com/p/wowmodelviewer/downloads/list
@zzPop: Go
Could you make a short list for these models and related bug attachment.
@NiNtoxicated01: Go
r436
characters without shoulder, helmet and weapon
@sherardt: Go
export characters progress:
1. mesh part: ok
2. texture: not yet, need 1-N days
and a version without shoulder, helmet and weapon will be released
3. merge two m2 into m3, need 1-M weeks
@HellFire0102: Go
how about this new version? we don't test many models. just use arthaslichking and elemental for particle test samples.
@NiNtoxicated01: Go
r421
update export m3
update SetSkin
- random select skin from dbc only
@HellFire0102: Go
r416 More works on particles.
Thanks Nin and Cutevisor.
@Mienk: Go
try to run it as administrator perm
some m3 particles export work. use Options -> Show Particle to switch export it or not.
@Molsterr: Go
Nin is working on particle effects and have some good results.
@Molsterr: Go
r394 - add ability for customizing export m3 animation names
@zzPop: Go
custom models and particles needs more time to figure out how it works in M3.
a UI and list of all animations are needed for rename animations.
@IskatuMesk: Go
I'm thinking how to arrange the ui to make user modify the animation names.
Could you make one ui for that?
@Molsterr: Go
And the M3 options must be set after selecting the model.
Menu -> Options -> Export Options -> M3
Select animations you want and then use the export function.