*ModIt:
*ChangeAnimations.py:
*PyM2:
*A Python Interpreter
*Notepad++ or any other texteditor
Step 1: Find the correct Bones
Open ModIt, navigate to the correct model, then click View->Show model control, enable Bones, disable Render.
Click Edit Model -> Edit Bones.
Now search the Bones of head, shoulders and legs(if you enable a bone in Edit Bones, it will be colored):
Step 2: Edit ChangeAnimations.py to your values
Open ChangeAnimations.py with your texteditor.
line 3 and 4 define the filenames, inName is the Model, which has the Animations, and outName is the Model, which gets them.
In line 57: changeBones = (0,1,2,3,4) you can add bones which you want to be ported but not the bones depending on them.
in line 69 to 88 you need to change the values of Dependent:
eg: Change left shoulder animation of HuF to SkM
Code:
if (Dependent(i,om2,16,ic) & Dependent(j,im2,10,jc)) & (Depth(i,om2) == Depth(j,im2)): ChangeAnims(i,j) break
Code:
if (Dependent(i,om2,16,ic) & Dependent(j,im2,9,jc)) & (Depth(i,om2) == Depth(j,im2)): ChangeAnims(i,j) break
In line 114 you can set the output folder.
Step 3: Run ChangeAnimations.py
To run ChangeAnimations.py you need to have a Python Interpreter installed.
Then ChangeAnimations.py has to be in the same folder like m2.py, wowfile.py etc. from PyM2.
Under Windows, if you've installed a Python Interpreter *.py should automatically be attached to the Interpreter,
so you can double-click on the file and it'll run.
Under Linux you need to add a shebang:
Code:
#! /usr/bin/python
and than execute the file.
Under MacOS I've no idea :P
Now your animation port is finished and you can add your files to your MPQ ;D
Appendix:
Some model information (will be updatet):