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World of Warcraft Model Import
NOTE: I am neither trying to steal any models neither use them for commercial purpose, but for learning Unity3d Basics! I would be glad, if you can help me :) (Sorry for my bad english)
Hey,
i am trying to import models from Blizzard's MMORPG World of Warcraft into my Unity3d project for learning purpose. I am using the "WoW Model Viewer" to extract the models from WoW. I tried 2 different ways, but none of them seems to work:
1) Export as FBX: When I import the FBX in Unity, the model is displayed correctly, but the animations seem broken. After playing the "Stand" animation, there are extra frames which are not usual. The animation is not fluent.
2) Save as M2: There is this M2-Import Script for 3Ds Max which works very good! But after setting the texture, when I export the model as FBX or save it as MAX, to load it in Unity, all the animations are melt into a new one called "Take 001". That's crap, because also if I tried to split them and adjust the single animation's name and length, it doesn't work properly.
Is there maybe anyone who managed this or can just help me? :)
Thanks you guys in advance!
I remember i read somewhere about that. You must copy your first keyframe of animation and replace it with last keyframe. You'll need a software like $$anonymous$$ax, $$anonymous$$aya, Blender etc
This is impossible unless you have AutoDesk software as Animation can not be imported to non Autodesk software, like Blender, via FBX
Answer by Owen-Reynolds · May 03, 2012 at 02:59 PM
There's a reasonable chance that a project as large as World of Warcraft is using custom rules for animation. Those extra frames might have some special meaning to their animation player, or every animation might be exactly 1 second long because they have a pile of extra code to scale the speed... .
Just learning it, you're probably better off, say, messing with the model in the 3rd-person controller package, which is known to work. Or, any other "standard" models.
I actually prefer the Take001 merged version. It gives you more flexibility to tweak not-quite-right animations. Plus, maybe this is coincidence, the "goat@" method seems to take much more space.
It's a good practice to get in the habit of never, ever "testing" with copyrighted material in something you're doing. Those little "tests" have a way of accidentally making it into the release.
There's a reasonable chance that a project as large as World of Warcraft is using custom rules for animation. Those extra frames might have some special meaning to their animation player, or every animation might be exactly 1 second long because they have a pile of extra code to scale the speed...
But then I have a question: Why does the Wow $$anonymous$$odel Viewer show me working animations? Please. I want to create a game with not only a few models and not only crap low poly ones. It would be so supercalifragilisticexpialidocious if anyone could help me out! :)
@alkololl Because the WoW $$anonymous$$odel Viewer understands any custom data in the models and displays it the same way as WoW. If you absolutely need the WoW models to operate perfectly Unity, your best bet would be to download the WoW $$anonymous$$odel Viewer source code, read through it discerning what custom interpretation it's doing, then port appropriate pieces to Unity-API-adherant C# or C++. Not a light task, but you seem quite insistent. Good luck.
If the WoW model viewer has readable code, this is likely exactly ocrrect -- the manual for what to do is the program. I've played online games where people would ask the rules for, say, Happiness production, and be given the filename and linenumber of the program where Happiness is calculated. If you wanted to learn the rules for jet interception, and didn't read the program where it did that, you were a scrub.
Sounds funny at first, but there are scads of people who think "I'm not going to write how it works, since I'll do you one better -- here's the program." And "are the instructions ... ? Jackpot! -- they gave me the source code."
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