How do i add custom parts to an exisiting char model without beign f'd up menu

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  1. #1
    venci15's Avatar Active Member
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    How do i add custom parts to an exisiting char model without beign f'd up

    like the title says
    i want to make a fel elf but i need to add the wings,horns and teath but the last time i tryed using the blender m2i scripts the part i glued the horns to the head the all head(main part of the model) disapeared,anyone know how ?

    How do i add custom parts to an exisiting char model without beign f'd up
  2. #2
    Grymskvll's Avatar Contributor
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    You probably did something wrong.

    //disregard this//You don't have to make the added geoset a part of an existing object in the model. You only need to give it the right Object and datablock name (which would be something like 0.001 in this case) and bone number.//

    Woops, forgot a crucial step there. You do need to merge it with an existing geoset, but you can also duplicate an existing geoset, then merge your custom geoset with the duplicate and delete the geometry you don't want.

    Here for example the teeth exist in their own object that's named Submesh0.001. The lower teeth have their own object named Submesh0.002 and the main body is Submesh0(.000). They'll all be treated as the same geoset. One thing to note is that I had to weight paint custom geosets entirely red (no deformation? I'm no Blender pro so I'm not sure about terminology) to get them to show up.



    If you want an easy way to find the right bone to attach the geosets to so that they move along with the body, get ModIt and load the model as a character (if you're modding a creature model, you'll need to load a custom patch into ModIt with your creature model's resources put in a Character\Creaturename\ folder so that you can load items). Then give it some random item to equip and go to Edit model -> edit attachments. Tick the appropriate box (for example leftpalm if you gave it a weapon in the left hand), set the appropriate attachment type (should be 2 for leftpalm) then load a character animation so that you can tell when you've got the right bone and start playing with the bone number of that attachment.



    In this case bone 27 made the item loaded into the left hand stick into the character's head like a helmet (after finetuning the position, of course). So if you wanted to add horns to the female blood elf (possibly other races/genders), you would add a geoset to the model, give it the Object Name Submesh0.001 (for example), Datablock name Submesh0.001 (identical to ObjN) and attach it to Bone27.

    It... it seemed easy before I typed it all out.
    Last edited by Grymskvll; 09-20-2011 at 11:32 PM.
    Infiltrate, ejaculate, evacuate

  3. #3
    Wavesong's Avatar Sergeant Major
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    Nice Grym do you know how to export geosets with blender btw? Need it to add kilts and boots to my ogre.

  4. #4
    Grymskvll's Avatar Contributor
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    What exactly do you mean by "export geosets?"

    You can import one character m2i, then export a single geoset (boots, kilt, etc) as .3ds for example and you can import it again for use in another model, if that's what you meant. It should even keep its UV layout.

    Keep in mind that you'll need to split each boot into a separate object so that you can attach them to the proper bone, else both boots will move along with a single foot.
    Infiltrate, ejaculate, evacuate

  5. #5
    Askion's Avatar Private
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    hey, ive been having a problem when i import a model into blender/3dsmax add onto it and re-export back into the game the model has no animation.. is there something i have to do? like im trying to reduce the blood elfs ears to normal size but when i put it ingame it has no animation
    https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/332288-showoff-wip-naruto-wow-mod.html

  6. #6
    Wavesong's Avatar Sergeant Major
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    Yes, I want to export the tauren kilt and boots geoset to my ogre :P

    ---------- Post added at 01:28 PM ---------- Previous post was at 12:53 PM ----------

    Also Askion, try to use Blender m2i plug-in. Using converters can bug the animations.

  7. #7
    Askion's Avatar Private
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    ive downloaded the m2i plugin for blender and it's working. Now do i export the m2 from the mpq and import it into blender? modify it and export it as a m2i then convert the m2i to m2?
    https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/332288-showoff-wip-naruto-wow-mod.html

  8. #8
    Wavesong's Avatar Sergeant Major
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    Indeed, Askion: Take note you can only edit animated files in Blender.

  9. #9
    Wavesong's Avatar Sergeant Major
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    Ah, I see you work for Reign of Ysera, Grymskull?

  10. #10
    Grymskvll's Avatar Contributor
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    Nope. Just a freelance entrepreneur who happens to like murlocs.
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  11. #11
    Wavesong's Avatar Sergeant Major
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    Hmm, I got tauren and ogre model in Blender now. How do I transfer the kilt submesh to the ogre? I have to change the bone at vertex groups in Object Mode or?

  12. #12
    Grymskvll's Avatar Contributor
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    I honestly have no idea how to do kilts properly. If you haven't already, add some other geosets. In the meantime I'll mess around in Blender and try to sort kilts.
    Infiltrate, ejaculate, evacuate

  13. #13
    Wavesong's Avatar Sergeant Major
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    Okey, thank you Grym :P Will give you rep if yoy give me a short guide on how to add kilt geoset :P

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