wc3campaigns
WC3C Homepage - www.wc3c.netUser Control Panel (Requires Log-In)Engage in discussions with other users and join contests in the WC3C forums!Read one of our many tutorials, ranging in difficulty from beginner to advanced!Show off your artistic talents in the WC3C Gallery!Download quality models, textures, spells (vJASS/JASS), systems, and scripts!Download maps that have passed through our rigorous approval process!

Go Back   Wc3C.net > Warcraft III Modding > Artist's Corner > Modeling / Animation
User Name
Password
Register Rules Get Hosted! Chat Pastebin FAQ and Rules Members List Calendar



Closed Thread
 
Thread Tools Search this Thread
Old 03-24-2007, 08:18 PM   #1
ProFeT
User
 
ProFeT's Avatar
 
Join Date: Aug 2003
Posts: 189

Submissions (1)

ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)

Outstanding Tool

Send a message via MSN to ProFeT
Default BlizzImporter script

This script imports mdl and animations. It is still in beta version but I hope it will change as soon as possible ;)

Other file formats support will be added in future version.

Just use this topic for comments and bug support, and the following for "How to use" questions.
Link to the ressource section : http://wc3campaigns.net/showthread.php?t=92856



I don't have an internet connection at home for now, then answers could take some time, sorry for that ;)



Known bugs / problems :
- invalid hierarchy in "Arcane Sanctum" model.
Attached Images
File Type: jpg BlizzImporter_beta1.00_infos.jpg (44.2 KB, 248 views)
File Type: jpg BlizzImporter_beta1.00_anims01.jpg (50.5 KB, 153 views)
File Type: jpg BlizzImporter_beta1.00_geometry.jpg (54.7 KB, 150 views)
ProFeT is offline  
Sponsored Links - Login to hide this ad!
Old 03-24-2007, 09:35 PM
abriko
This message has been deleted by abriko.
Old 03-25-2007, 01:37 PM   #2
ProFeT
User
 
ProFeT's Avatar
 
Join Date: Aug 2003
Posts: 189

Submissions (1)

ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)

Outstanding Tool

Send a message via MSN to ProFeT
Default

I want to use this thread too, as a developement pool, to gather informations on your needs.

The first idea i get about impotation options is Axis inversion / Model rotation.
Would it be a good addition or a kind useless ? =)
__________________
3dsMAX 5 Scripts:
mdl importer : http://wc3campaigns.net/showthread.php?p=918051 (with animations)
events editor : http://wc3campaigns.net/showthread.php?t=89816
ProFeT is offline  
Old 03-25-2007, 01:53 PM   #3
Dionesiist
User
 
Join Date: Dec 2005
Posts: 2,163

Submissions (34)

Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)

Default

Make a simple tool for rigging please!!!
__________________
Dionesiist is offline  
Old 03-25-2007, 01:56 PM   #4
ProFeT
User
 
ProFeT's Avatar
 
Join Date: Aug 2003
Posts: 189

Submissions (1)

ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)

Outstanding Tool

Send a message via MSN to ProFeT
Default

Excuse my english, what do you mean with "rigging" ? =)

And "simple tool" ? A tool that works only on mdl, without having to import the model ?
__________________
3dsMAX 5 Scripts:
mdl importer : http://wc3campaigns.net/showthread.php?p=918051 (with animations)
events editor : http://wc3campaigns.net/showthread.php?t=89816
ProFeT is offline  
Old 03-25-2007, 02:13 PM   #5
Dionesiist
User
 
Join Date: Dec 2005
Posts: 2,163

Submissions (34)

Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)

Default

Ja, and rigging means adding bones to a model.. sorta'
__________________
Dionesiist is offline  
Old 03-25-2007, 02:49 PM   #6
ProFeT
User
 
ProFeT's Avatar
 
Join Date: Aug 2003
Posts: 189

Submissions (1)

ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)

Outstanding Tool

Send a message via MSN to ProFeT
Default

I have a script that enables us to merge geoset parts.

Used in couple with an other program that can remove model parts (like the russian one or the BlizzImporter script), we could replace the priestress of the moon tiger, by the huntress panthera (i already did it) keeping the tigers animations.

I'll maybe release it after BlizzImporter's ;)
__________________
3dsMAX 5 Scripts:
mdl importer : http://wc3campaigns.net/showthread.php?p=918051 (with animations)
events editor : http://wc3campaigns.net/showthread.php?t=89816
ProFeT is offline  
Old 03-25-2007, 03:09 PM   #7
Dionesiist
User
 
Join Date: Dec 2005
Posts: 2,163

Submissions (34)

Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)

Default

That's cool, but I was kinda' reffering to asigning bones to scratch made models... But that program sounds really good :D
__________________
Dionesiist is offline  
Old 03-25-2007, 04:08 PM   #8
xXm0rpH3usXx
I want my rep back! asap
 
xXm0rpH3usXx's Avatar
 
Join Date: Jan 2006
Posts: 854

Submissions (35)

xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)

Default

an easy animation merge program would be awesome...
like you make a scratch model (or anybody else) and keep in mind an already existing unit. afterwards you make a few clicks and the bones are attached automatically... (to the scratch model)
__________________

Last edited by xXm0rpH3usXx : 03-25-2007 at 04:09 PM.
xXm0rpH3usXx is offline  
Old 03-25-2007, 04:17 PM   #9
Dionesiist
User
 
Join Date: Dec 2005
Posts: 2,163

Submissions (34)

Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)

Default

Yeah, that's what I thought too :)
__________________
Dionesiist is offline  
Old 03-25-2007, 04:19 PM   #10
Pris0n
User
 
Join Date: May 2006
Posts: 35

Submissions (1)

Pris0n is on a distinguished road (11)

Default

just amazing!
brilliant!
very helpfull
thx a lot
__________________
Pris0n is offline  
Old 03-25-2007, 04:41 PM   #11
xXm0rpH3usXx
I want my rep back! asap
 
xXm0rpH3usXx's Avatar
 
Join Date: Jan 2006
Posts: 854

Submissions (35)

xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)

Default

@dio: i thought you meant something that automatically adds bones so that you can animate yourself... my idea is more that you use already existing anims for new models!
__________________
xXm0rpH3usXx is offline  
Old 03-25-2007, 05:03 PM   #12
Dionesiist
User
 
Join Date: Dec 2005
Posts: 2,163

Submissions (34)

Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)Dionesiist is just really nice (382)

Default

It's mainly the same thing... you see, if you have a recently rigged model, give it an animation in which all bones move, then use animtransfer to add wc3 anims :)
__________________
Dionesiist is offline  
Old 03-25-2007, 08:18 PM   #13
xXm0rpH3usXx
I want my rep back! asap
 
xXm0rpH3usXx's Avatar
 
Join Date: Jan 2006
Posts: 854

Submissions (35)

xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)xXm0rpH3usXx is a glorious beacon of light (406)

Default

oh, i'm not familiar with animating, sry...
__________________
xXm0rpH3usXx is offline  
Old 03-26-2007, 08:44 PM   #14
Born清odificate
Fear the bananamonster!
 
Born清odificate's Avatar


Respected User
 
Join Date: Oct 2004
Posts: 369

Submissions (26)

Born清odificate is just really nice (318)Born清odificate is just really nice (318)Born清odificate is just really nice (318)

Send a message via ICQ to Born清odificate Send a message via AIM to Born清odificate
Default

great tool! :D
rep
__________________
Born清odificate is offline  
Old 03-29-2007, 10:09 AM   #15
ProFeT
User
 
ProFeT's Avatar
 
Join Date: Aug 2003
Posts: 189

Submissions (1)

ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)ProFeT will become famous soon enough (71)

Outstanding Tool

Send a message via MSN to ProFeT
Default

Well, i can use internet again...

I'm working on a new version for this week end, new things imported are :
- events( footprints, sounds, ubersplats...)
- camera
- collision shapes
- particles emitters 2
- visibility tracks

I worked on animations too but i have some problems with tcb and hermite controller, i think 'll look at Blinkboy's functions ;)
The main problem with bezier animations is a 3dsMax internal problem, when change the controller type to Bezier_rotation(), 3ds assigns a Smooth_rotation() instead of Bezier... of course Smooth_rotation don't have the same properties as bezier ones... =))
Do you have the same problem on your comp ?
note: you can assign a controller type by using :
$object_name.position.controller = Bezier_position()
$object_name.rotation.controller = Bezier_rotation()
$object_name.scale.controller = Bezier_scale()


The part emitter importation is finished (with properties animations too), but some properties can't be acceded (unshaded, unfogged, sortZ, shader type, texture filename,...), maybe it can be acceded via the rollout but i don't know how to get the rollout name (and the control name by the same way).
If someone have an idea ... ;)

About Part Emitters 1 (b.e: gargoyle model) i don't remember wich type of part emitters to use. (PSpray? ...)

Finally, - i'm not sure - but i think i ll have the time to make the material importation, then you could have a nice surprise ;)


PS: it could be usefull if someone have a property list of each mdl's objects, to be sure to don't forget things.
;)
__________________
3dsMAX 5 Scripts:
mdl importer : http://wc3campaigns.net/showthread.php?p=918051 (with animations)
events editor : http://wc3campaigns.net/showthread.php?t=89816
ProFeT is offline  
Closed Thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT. The time now is 09:05 AM.


Affiliates
The Hubb The JASS Vault Clan WEnW Campaign Creations Clan CBS GamesModding Flixreel Videos

Powered by vBulletin (Copyright ©2000 - 2019, Jelsoft Enterprises Ltd).
Hosted by www.OICcam.com
IT Support and Services provided by Executive IT Services