Make sure to grab the most recent version (check the date sequence in the ZIP file's name, it's usually the bottom most file on the first message). Oh also, for ease of access here is a link to Retera's model Studio: Retera Model Studio Reforged Hack But at this point it sure looks like anything is possible! There will likely need to be some more experimentation before claiming everything is possible. But with these corrections, I expect nearly the entire game's set of models are fully editable. Worker models have always had a bunch of weird anomalies. On top of that though, I noticed the peasant was also just straight up missing a bone in his right arm also. Use the Paint tool on the right panel of the 3D view and set it to subtract instead of add in order to uncolor/dissociate the wonky vertices and they should move back into place. So you can go in the Weight Paint mode while the main peasant object is selected and scroll through the bones in the Context Data list at the bottom right (click the little green upside down triangle icon to see that) and find the bone where you see the color gradients affecting vertices it shouldn't to determine which bones have how much influence over the depicted areas of color. For some reason there are several vertices that decided they want the 3rd left finger bone to also influence them. The deal with his face is fixable by correcting an odd weight deformation. The peasant, as I first showed you, has this same spine issue in addition to a couple others. Blender 2.76 and earlier require OpenGL 1.4 graphics cards. Some other models are not so lucky though. Blender 2.79 runs on all systems that support OpenGL 2.1 and above, with recent graphics drivers. This seems to have corrected him entirely thus making his model entirely moddable and probably even able to reimport into classic War 3 haha. I corrected this by applying a bone constraint onto the main spine bone which happened to be spine_02_bind_int (see below) to this connector bone called bone_turret which was in his pelvis and using the mix: Before Original and the Space: Local With Parent Local With Parent. For example, the Blood Mage had no issues aside from having his spine not follow his pelvis. (I saved the 2.79 project to work on it in 2.82a) it looks like most of the animation problems are correctable. Or if for some reason this link stops working, I can upload my copy.Īfter some more experimenting. Here is the link to this addon: PavelBlend/Blender_WarCraft-3 Between this and Fingolfin's MDL exporter ( Exporting models from Blender using the MDL exporter plugin) we now finally have the ability to fully export and fully reimport models to and from Warcraft 3 via Blender. Since I did not find this on HIVE, I figure I'd post it here for anyone else looking here for something like this. The only con is that it isn't compatible with Blender 2.8+, but that's not too bad because you can import through 2.79 and just save to a. After having found broken importers that could partially do one thing, I was surprised to find one that did it all. This is the most simple case which creates the most reliable results.Hey Everyone! After searching far and wide for something that could do this, I'd finally come across a super helpful addon for Blender 2.79 that allows a very comprehensive import of an MDX file that appears to include everything from mesh, UV, rig/animations and even other nodes like attachment points. But for now we recommend to use this option only when you are working with human rigs with bind poses which have been created only by using bone rotations (Belleza is a popular example for this). The bind pose support can be used in theory for any rig (human or not human). We also have updated the reference documentation. The change in Blender should become available within the next 24 hours (around 24-march-2017) in the daily blender build The change will be part of Blender 2.79. This ensures that the Rig data exported from Blender is fully compatible to the Rig data that was previously imported from the devkit collada file. Later the Blender exporter can use those matrix information when it exports a rig as Collada files. What has changed?īasically the Blender Importer now stores the original Rig Information (Restpose and Bindpose information) into bone properties namely: rest_mat and bind_mat. And when fitted Mesh comes into play the problems only get worse. So users where left with trying to somehow convert the A posed rigs to a T Pose. But when you import a Rig that was made for A Pose (some popular developer kits use that) then up till today Blender standalone was not able to handle this in a convenient way. This is no issue when the used Bindpose is a T Pose compatible to SL. When you work with developer kits which have not been created with Blender, and which are distributed by using Collada files (.dae) then the Blender Importer replaces the imported Restpose by the imported Bindpose and makes that its new Restpose.
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