Warcraft III resources & community, 2003–2006 · archived

Custom model sticks to other units

28 posts
#1

Custom model sticks to other units

I made a custom (gnome) model out the child in WC3 but parts of him are attached to parts of other units. Does anyone know why?

I could post a picture if you need it.
#2
Geosetanim problems

Geosetanims deal with when things are visable and so forth

I'll tell more when I'm more awake. 3:26 AM is not a good time to post anything @_@
#4
Can anyone help? Is there anyone who can confirm whether or not the problem is Geosetanims?
#5
The portrait thing is, quite simply, because your model doesn't have a set camera

And that is either a horribly bugged model or a severe case of geosetanims
#6
No, the potrait isn't messed because there is no camera. There is one. It's just the model is screwed up for some reason. I think it didn't export part(s) of the model so it is using other units' parts because the computer can't find these in the gnome. When I try exporting it in different ways, sometimes it looks normal, but there are no aminations and it is sitting on another unit's foot, overhead, arm, etc. (like it's an attachment) And when I don't export any animations it works fine, but obviosly he isn't animated. If you could look at the text file to see what's wrong, I would really appreciate it.
#7
Bone mistake by the look of it

No idea how to fix it though, sorry
#8

Re: Custom model sticks to other untis

An0nym0usI made a custom (gnome) model out the child in WC3 but parts of him are attached to parts of other units. Does anyone know why?

I could post a picture if you need it.


Exactly how did you made it?
#9
I think I can answer this one; I have encountered this problem before.

It occurs when the vertices are unassigned - if you converted this model to an MDL, my guess is you'd see a big list of "-1"s where the vertexgroups are designated; therein lies your problem. At least, such a problem happens when I forget to assign vertices in Milkshape. Anyway, since the vertices don't have a bone to follow, it seems that they latch onto the nearest other... Which is usually on another model.

The solution? Make sure all the vertices are assigned to a bone before you export.

I hope that helped.
#10
Strangely Rao Dao Zao, in the vertexgroup part it has no negative numbers and looks similar to any other model. Now I'm starting to realize that whatever parts I do skin are glitched and stick to other units or the middle of the map. However, what I leave unskinned, isn't animated but stays where it should be.

This is what it should look like:
http://www.freewebs.com/benms_pics/gnome5.PNG

These are two other versions of the glitch:
http://www.freewebs.com/benms_pics/gnome3.PNG
http://www.freewebs.com/benms_pics/gnome4.PNG
http://www.freewebs.com/benms_pics/gnome6.PNG

I have been trying for many, many hours to get this to work. Please help me.
#11
Could you maybe post an MDL or MDX so I can take a closer look?
#12
Thanks so much for helping me! I'll post it tonight when I get a chance to go on my other computer.
#14
That's good. I'll take a close look at it and get back to you as soon as possible.
#15
Sorry for the double post, but:

There's only one thing I can see that's wrong with the MDL - there are no sequences! Try adding in this above your textures section in the header:

Sequences 1 {
Anim "Stand" {
Interval { 0, 1 },
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
BoundsRadius 100,
}
}