Warcraft III resources & community, 2003–2006 · archived

MDL Editing: Adding Bones

11 posts
#1

MDL Editing: Adding Bones

How can I add a bone in mdl and then link it to the certain mesh?
#2
Vertex Modifier has support for adding new vertex groups and matrices, but for adding the actual bone I'd recommend Magos' Model Editor.
#3
But that is the problem. Both vertex modifier and magos editor do not work on my computer.
#4
But that is the problem. Both vertex modifier and magos editor do not work on my computer. In magos editor I get the message 'Unable to create direct3d object'. I need help with plain MDL editing.
#5
Editing geosets on the plain MDL editing level is impossible, because you cannot know what vertices you want to work with; the geoset is just a massive list of vertices and their data. You, sir, are in a bit of a pickle.
#6
Could you make this thing for me in magos editor, if I send you this model?
#7
It's easy enough to get by without Magos' Model Editor, but why doesn't Vertex Modifier work?
#8
i think the prob with your magos is that you need the latest directx and you also need the latest patch from wc3 battlenet etc.

and for bones with mdl data?err... dam, those things are little devils...
#9
The problem with Vertex Modifier is that when I load a certain model (ex. bandit) it does not resemble anything.

Rao Dao Zao, maybe you misunderstood me. I already made that 'additional' mesh in max and merged it to the model with geosetmerger. Now I want to this newly added mesh assign a bone. I could do this in max, but the problem is that max importers are a bit buggy, and I will have to re-unwrap and redo all animations. So, if I would create and assign the bone directly in MDL, it would be much easier.
#10
That may make it a bit easier.

Your geoset should have vertexgroups; presumably all the vertices on one group, with a matrix at the bottom of the geoset.

A bone:

Bone "Bacon" {
ObjectId 1,
Parent 0,
}

Anyway, in the geoset will be an area like this:
Groups 1 1 {
Matrices { 1 },
}

The number in the brackets of the matrix is the object ID of the bone that the geometry is to follow.

And Vertex Modifier displays things one geoset at a time. So it's not broken, just a little disjointed.
#11
It works! But can you set a pivot, so when rotating won't make huge arcs?

Finally I got Magos editor working!