Hi, my name's Mac.
I've already searched the forum (and google) for several hours now without success. Hope this is the right forum.
I'd like to test some stuff with a World of Warcraft-Model (CleftHoove). I've already done the following:
I extracted a World of Warcraft-Model (CleftHoove.m2; source: expansion.mpq (unpatched TBC-Client), extracted with "MyWarcraftStudio 0.10.6337") and imported it into 3ds Max 9 using a converted m2-import-script ("M2Import.ms" base by tom, modifications by ufoz and Darjk) which can be found in the attached ZIP-File). The mesh and the UV-coords were imported correctly, as well as the bone-weighting and the animations, BUT:
1. All bones have a weird position and orientation (the animations play fine though). Is there a way to get them into a "proper shape" (skeleton)? Although I have some years experience in modelling and rigging (only on existing bone-skeletons / bipeds and animations) with Max, I hardly ever did animations which means I don't know a lot about it yet.
2. The imported animations are all in one "piece" (e.g.: the first 80 frames of the animation are the "walk animation", the next 80 frames are the "idle animation", etc.). Is there a possibility to "split" them into multiple parts, e.g. "walk"-, "idle"-, "run"-, "attack"-animation, etc.?
I've attached the imported clefthoove-file (clefthoove.max), the original clefthoove.m2 (exported with MyWarcraftStudio 0.10.6337), the corresponding .tga-file and the 3ds Max-m2-import-Script (just in case someone want's to try it).
I hope someone can help me.
Thanks very much in advance.
Greetings
Mac
PS: Unfortunately it isn't possible to attach the ZIP-File??? It always says "Upload of File failed"... Maybe someone could upload it for me? I'll send the ZIP-File by e-mail.