Tools needed:
*ModIt: [Only registered and activated users can see links. Click Here To Register...]
*ChangeAnimations.py: [Only registered and activated users can see links. Click Here To Register...]
*PyM2: [Only registered and activated users can see links. Click Here To Register...]
*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):
[Only registered and activated users can see links. Click Here To Register...]
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
becomes
if you want change the left shoulder animation of HuF to the Arakkoa one.
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:
(something like that)
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):
*ModIt: [Only registered and activated users can see links. Click Here To Register...]
*ChangeAnimations.py: [Only registered and activated users can see links. Click Here To Register...]
*PyM2: [Only registered and activated users can see links. Click Here To Register...]
*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):
[Only registered and activated users can see links. Click Here To Register...]
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):