Warcraft III resources & community, 2003–2006 · archived

Model decay

13 posts
#1

Model decay

For various user-made models, and my own, that involve geomerging, i've noticed that after the character is killed the geomerged parts sometimes stay floating, or become attached to any nearby character. Is there a way to fix this?
#2
The geosetanims are incorrect
#3
So how does one correct this?
#4
Converting the file to mdl, looking for the Geoset anims and then changing them to modify when the particular geoset is visable or invisable
#5
can you elaborate on how one does this?
#6
I suppose I could

Convert the model to mdl and open it in either wordpad or notepad

Then, look for the Geosetanims of the model. Just search for "Geosetanim"

Anywho, you should come to something that looks sorta like this, except with different values (This is the geosetanim of Cookie and IronIan's Tiger model BTW)

GeosetAnim {
	Alpha 19 {
		DontInterp,
		333: 0,
		1667: 0,
		2100: 1,
		3433: 1,
		3434: 0,
		3900: 0,
		6567: 0,
		6767: 0,
		9467: 0,
		12033: 0,
		13033: 0,
		14100: 0,
		15100: 0,
		19733: 0,
		20367: 0,
		23167: 0,
		25167: 0,
		27600: 0,
		29600: 0,
	}
	GeosetId 3,


The 1s mean invisable, the 0s mean visable. The numbers state which timing of the animation, the GeosetId states which geoset this is for
#7
I think i understand. The code is pretty different on mine, i can't seem to find anything like that.
#8
It dawned on me that i haven't quite had my question clarifed...
#9
Its basicaly the same. To find the timings, look at the animation values in the "animation" section at the begining of the mdl. Using these timings (Trust me, getting something to vanish in the middile of an animation is HARD) you can replace the already existing ones with these new ones
#10
Okay, i have to be more specific. I see exactly what you're talking about, just not too much in the ones i'm working with. I've found the geosetanims part with the 1's and 0's, and the times. However, for example on this request i was doing which was based off the archimonde model, there are only 3 secitions like this:
Anim {
MinimumExtent { -75.9846, 30.5515, -15.3915 },
MaximumExtent { 63.7498, 250.265, 450.798 },
BoundsRadius 255.016,
}
MaterialID 11,
SelectionGroup 0,
}
GeosetAnim {
Alpha 3 {
DontInterp,
17967: 0,
19067: 0,
31700: 0,
}
}
GeosetAnim {
Alpha 3 {
DontInterp,
17967: 0,
19067: 0,
31700: 0,
}
}
GeosetAnim {
Alpha 11 {
DontInterp,
167: 0,
1833: 0,
11167: 0,
14667: 0,
15000: 0,
17667: 0,
17967: 0,
31700: 0,
51133: 0,
54333: 0,
56667: 0,

}
}
Bone "hero" {
ObjectId 0,
GeosetAnimId None,
Scaling 5 {
Hermite,
GlobalSeqId 0,
0: { 1, 1, 1 },
InTan { 0, 0, 0 },
OutTan { -0.243562, -



Argh, sorry for the complications, i just don't totally understand, i mean this is the section i work with, right? (the bolded). And if so, how come there's so little i can change of it?
#11
You can add more times to it, the Archimonde model doesn't exactly have parts vanish or appear very often
#12
Rrrr...i know the times which are relevant to which animations (its in the 'intervals' part towards the beginning of the MDL, right?)....i think...just...bah...

How does one Geosetanim specifically relate to an animation? They aren't named or numbered. Grr...i'm sorry this is so difficult for me, but i appreicate your patience.

When i make some of these differences, it either gives me a long error message when i convert it back to MDX, or it seems to have absolutely no effect.

I'm really just concerned with fixing the decay bone (maybe flesh too) animation(s), whatever makes the peices stay up after the character dies and attach peices to characters near the body.