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Found 34 results

  1. I would like to create an M2 model. Which will appear on the top of some towers, like in warcraft 3. Picture: (The Sentry) This m2 will have an aura which detect enemy unit stealth characters. Any idea to do it? I would be happy if it would work like a portal spell. All the same which location you see the model, it will always face to your character. I want to create 95% the same model with same effect from warcraft 3. Show your pure genious.
  2. Hi guys! so, I activated some races for my servers, one of them are nagas.. and I decided to try to make them high elves, I beggined modiffing the DBCs CharHairTexture ( http://pastebin.com/KxhvEzv7 ) CharHairGeosets ( http://pastebin.com/j1BYuQs0 ) CharFacialHairStyles ( http://pastebin.com/k771FcNs ) and the last, CharSections because obviously the nagas doesnt have for all the faces and skins like the bloodElfs, so I changed that too ( http://pastebin.com/PuMXbyBK ), maked my patch with the character/naga_/male and female and the dbcs, the result is this: The females work perfectly in the charactercreate screen and ingame, but the males seems right in the character screen but ingame...doesnt https://gyazo.com/7c43d6b092617dd70f4365f03a55df63 https://gyazo.com/553694441bd0856d15fa04a9aca68713 Im very new with this staff...so could be somenthing stupid, someone know what could happend? I was thinking in release those high elves when ended
  3. Someone has idea how to add animation to this model? I want to make it spinning little slow. Or is it possible to gain the animation from HOTS? And If I want to add this to database. I have to convert m3 to m2 wod and then downport to wotlk?
  4. How to change a view of a model? For example my model is too big, and the camera is always close to a model and I want to see it from far and from another angle in modelviewer, when i open the file. I also need this for make more custom my login screen cause i can't rotate the models as i want so i need to change the way how they spawned in angle. Is this possible in blender? This problem is also occured when I made detached some part of complex building and when I want to adjust it to noggit i have to rotate it on a very very long curve.
  5. Hey! I want to create a "Davy Jones" model merging the sea vrykul (without the hair and the beard), Merciless one, a pirate hat the crab weapon and the pirate captain models kind of like that: Unfortunately, I'm worse than an absolute zero in modelling and I couldn't even convert an edited m2i to m2 because of some crash. If you do not fear death, please help. p.s. If you know a better way of making captain calamari, I'm open for suggestions.
  6. Comment convertir un modèle 3D cutom en m2 pour l'ajouter dans le jeu. Tout d'abord, voici la liste des programmes requis: Blender (ou tout autre logiciel de 3D permettant de modéliser et exporter en .3ds, néanmoins Blender reste nécessaire pour l'exportation en .obj si vous ne pouvez pas exporter avec votre programme habituel en ayant les mêmes options) OBJtoM2 (Disponible ici) BLPtoPNG (Disponible ici ou autre logiciel permettant la conversion de png en blp) MPQeditor (Disponible ici) World of Warcraft (oui, je pense que c'est nécessaire :D) Et bien-sûr, son cerveau avec un peu de jugeote :troll: Étape 1: La modélisation Bon, ici je ne vais pas vraiment vous apprendre quelque chose, je fais ce tuto en supposant que vous ayez déjà quelques bases sur Blender. Si ce n'est pas le cas, cette personne s'en chargera bien mieux que moi. On va donc commencer par simple : la légendaire et basique......Boîte! Jusqu'ici, rien de bien compliqué, vous pouvez même remplacer cette jolie caisse par le modèle de votre choix. Une fois votre modèle texturé et prêt à l'exportation, vérifiez bien le nom de votre matériel car celui-ci déterminera le nom de votre texture blp Étape 2: L'exportation Maintenant, exportez votre modèle en .3ds (cela va servir à maximiser la compatibilité pour la conversion et à trianguler vos faces par la même occasion) Une fois fait, réimportez-le dans blender et remettez la texture à sa place (remarquez comme les faces ont été converties en triangles) Il est maintenant temps de l'exporter en .obj pour passer dans le convertisseur (attention à respecter les options cochées) Étape 3: La conversion Pour convertir votre modèle, copiez OBJtoM2.exe dans le même dossier que votre fichier. Vous devrez également créer un nouveau fichier texte dans ce même dossier (avec le nom que vous voulez) qui servira de "starter" pour lancer l'application. Attention, ce fichier texte devra contenir des informations bien précises: Enregistrez ensuite votre fichier avec l'extension .cmd pour qu'il devienne un exécutable. Une fois tout bien préparé, vous n'avez plus qu'à lancer l'application via le cmd. Une fenêtre de commande devrait s'ouvrir puis se refermer une fois la conversion terminée. Vous devriez normalement voir apparaître votre m2 et son skin dans votre dossier. Il ne reste plus qu'à vérifier si tout s'est bien déroulé comme prévu en l'ouvrant avec un éditeur hexadécimal (ici j'utilise 010editor). Si vous regardez le nom et le chemin de la texture, vous verrez que c'est bien le nom de votre matériel sur blender, avec l'extension .blp qui vient s'ajouter automatiquement. PS: n'oubliez pas de convertir votre texture en BLP. Étape 4: Compilation du patch et vérification J'espère au moins que vous savez comment faire un patch. Maintenant ouvrons WowModelViewer pour voir si notre conversion est un succès. (et je crois bien que oui chers amis) Voilà! Vous avez réussi à convertir votre modèle custom en m2, félicitation! Mais que donne-t-il en jeu? Et bien il n'y a même pas à s'inquiéter pour les collisions, ce joli bijou de programme s'en occupe pour vous! Petit infos complémentaires Je viens de vous montrer comment convertir un modèle qui n'utilise qu'un seul matériel (donc une seule texture, un seul geoset). Mais qu'en est-il des modèles qui en ont plusieurs? Et bien c'est la même chose. Voyez ici notre belle boîte avec un objet exclusif posé dessus. Vous avez donc ici plusieurs geosets et textures. Il suffit de répéter la même opération que ci-dessus (en pensant bien à changer les informations dans le .cmd) et vous pouvez constater que les deux sont bien ajoutées. Et vous avez un beau résultat dans votre WMV
  7. Hi guys, someone asked how to import models from HotS to blender, but this 3D software doesn't have a lot of plugins to do it. I'll share with you my researches and how I personally do it for me. Tools CascViewBlenderAddons for Blender (links in the section dedicated to this program)Heroes of the Storm game folder3DSmax 2012 and up (for the second technique)(if you take a lower version, you'll need an older plugin)This addon for 3DSmaxExtract models from the game First, you need to have the game installed. Open the Casc Viewer, click onGame Storage, and select your game folder. Now, explore the folders and choose the model that you want. In my case I'll take Uther. Now, right-click (or F5) on it to extract the model. Choose your folder and save it. Direct to Blender I've searched on the web after some plugins for Blender, but have not managed to make them work. Some are too old, others not compatibles, etc... The new M3 file format from HotS is a little bit different of M3 files from StarCraft, so SC modders are using a converter to make the models compatible with their tools..Heroes M3 To Sc2 M3 Converter Here's some M3 blender plugins, maybe you'll have more chance than me to make them work :This one is 5 years old, so I think it can possibly work with older versions of Blender.This second seems more complete and more up to date.This last is normally compatible with the 2.71 version.Sadly, no one was working for me (and I don't have time to test all blender versions with all plugins), so I've chosen the second solution. To Blender with 3DSmax 3DSmax part I don't really like this program for now, I have not taken the time to understand all the tools, but I can use it for simple things. So first, open 3DSmax. Click on the MAXScript pannel and choose Run Script. In the new window, you'll see the scripts that you can run. You can just drag and drop the M3 addon in this folder, or add it manually in your program folder (in my case " C:\Program Files\Autodesk\3ds Max 2013\scripts " ). And open it. Go to the right side of your screen, in the tools section. Switch to Utilities and click on MAXScript. Scroll down to see the new pannel called TM's M3 Import (v2.1) and choose Select file. Choose your file and open it. Once your file is selected, check what you want to keep in the model (bones, animations, etc...) and import it. Now you have your model. You can export it in *.obj file, click on the Autodesk logo and choose export. Choose a name and the file format to open in Blender later. Blender part Now launch Blender, go to import option and open your file. And here it is ! In my case, I have a blue pill (hitbox). Your *.obj will be like a *.fbx, it will keep all the informations like materials, bones, and animations. Just keep and remove what you want. And voilà. After that you can work on the modell as you wish. Let's paint Uther with abdalrahman9's technique. (all the red is the material color, not the weight paint) And I rework the face to fit well with the human model. I hope it was helpful, and good luck.
  8. Hi bnet-dev ! I'm happy to share with you my knowledges about custom wmo's. After months of research and work, I've decided to make a tutorial for those who want to make their own wmo's. Special thanks to stan84, Supora, Waveworms (from Modcraft) and other peoples who helped me. Tools Used Summary Blender (you can use another 3D program)Notepad++010 editor010 editor templatesMODRChunk fileBLPconverterMirrorMachineMPQ editorWMO editor 1] Build the model before conversion2] Conversion of *.obj to *.wmo3] Add some doodads with WMOeditor4] Add a doodadset5] Additional informations2) Collisions3) Adding lights4) Coming soon and WIP...1) Use textures with transparency 1]Build the model before conversion To begin, you should know what you want to do. Do some research to find references that will help you give more "credibility" to your building. If you work in a particular architectural style, do not hesitate to find your inspiration from photography, if you are not in a specific style look anyway how Blizzard constructed houses, castles, and other buildings, so your model fits well and is coherent with its environment. The style of Blizzard is particular with its distortions and its side a little "used". I will not teach you how to make 3D models (I'm not a professional) but I will give you some tips to make it a little bit "optimized" for WoW. Here I am working on new models of houses for Kul Tiras. The island is in a Mediterranean / Tuscany theme, I did some research to see how the houses are built in these regions. To be sure that your home is at the right scale, you can use (and it is even advisable) the human model humanmalescale.m2 (because it is the "basic" scale in WoW), but open it large enough for passing a Tauren because it must be accessible to all races (a Tauren can enter in a human house without much problem because of its wide input) . The goal is that the player's camera could pass without taking the door jamb in the head. Don't forget to delete useless faces. For your model is well composed, it takes several geosets, the number varies depending on the number of "large parts" (as the capitals for example, who have a lot, by districts, house interiors, etc ...). For mine, I based on basic models of human houses, so it will be two geosets: inside and outside. For the instance of Gnomeregan the model has 73 geosets, because it's a big model. Each rooms and tunnels are geosets, sometimes divided into several parts. This palace (from Phantomx) has 63727 polygons and 58997 faces, it's a really huge model ingame, but it has only 24 geosets. In fact, the number of geosets really depends on how you organize your model, you can't have a wmo with only one geoset if it's a big piece because MirrorMachine can't convert it, you must divide it. To have a better render with light and shadows, remember to apply the smooth shading on the concerned parts (mainly for use on curved surfaces, straight walls don't necessarily need it). 2]Conversion of *.obj to *.wmo We will go to the conversion of the model. First, save it in .obj with the correct options as below. Once done, you have two files: your model in .obj and a .mtl file with informations about materials and textures. Open the .mtl file with your notepad, you will see the names of materials and patchs of the textures used. Simply change for that of .blp's in the mpq patch. Do it for each texture. (Insert the extension .blp instead of .jpg or .png it's not really important because the converter will add it automatically) When finished, save and close the .mtl and open MirrorMachine to convert your .obj in .wmo . Select "OBJ File " instead of "WMO v14 ", "Open File " to select and open your model, "Settings " to check that your options are much like on this screenshot. Click "Start Convertion", if your model is well built, it should work without problems. After conversion, you must have your wmo + his group files (the 00 .wmo) corresponding to geosets, so I have two in my case. To verify that the paths of the textures are good, open your wmo main file in 010 editor with wmo template. Here you can see that's good. Once everything is checked, you just have to put it in a patch and test it. Here is the result with a basic human house next for comparison. 3]Add some doodads with WMOeditor A house that's fine, but without furniture it's a little empty. We are going to fill it with WMOeditor and 010 editor. This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All. You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo. If you compare with your original line and it has changed, then it is good. Save it. Repeat for each subpart involved in your wmo. Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect. So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining. We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it. Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one. To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it. Here are the commands that allow you to move your objects as you like. Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world. You just have to go in game to see the result. Congratulations, you are with a furnished house! 4]Add a doodadset 4) When you are finished with first doodadset you can add another one. For this you need only to edit the root_wmo file. So agan load it in 010 Editor. Go to MOHD and change the nSets to "2". Then ctrl+F NDOM and insert "this" just like we did earlier. But now it's time for some differences: when we added a new row for MODS chunk we need to change the name of our second doodadset like this: Then you need to change the index of first doodad used in this set to summ number of doodads used in previous sets(if you already have 2 doodadsets and wanted to add third you set this value to number of doodasds in first set + number of doodads in second. etc etc). In my case I've added only second set when first have only 9 doodads used. So I've change the "first doodad index(FDI)" to "9": That's it. You can save the file. Pack to mpq and load in WMOEditor. 5]Additional Informations 1) Use textures with transparency In your buildings, you may be asked to use textures with transparency as a grid for example. On blender, you can see the transparency with the rendered mode or other stuff like that, and the material clearly indicates that there is transparency. In game you will have opaque texture like all other. To set the transparency, we have to open the wmo in 010 editor and look in the MOMT chunk. In it, find your texture, at the line " UINT32 blendMode " you will see that the value is 0, it corresponds to the opaque mode, just put 1 in place in order to transparent mode. It's as simple as that. Save everything and voila. 2) Collisions Normally Mirror Machine manages well enough collisions each surface must have. If some places are little bullshit on collisions or you want to make collisions as Blizzard putting invisible walls to avoid falling into a ditch, or just block passages, well I'll tell you how. Here is an example of collisions that Blizzard has done in Gnomeregan, most of the time there are "boxes" goshawks some pipes or rounded elements such as barrels and also invisible walls to avoid falling in some holes. Collisions are in fact a double of the model but with the same number or sometimes fewer polygons and fully transparent. To do the same, you just have to use an invisible texture on your geoset. 3) Adding lights a) Manually with hex editor. You can look at the video made by PhilipTNG, it's pretty well explained. http://modcraft.superparanoid.de/viewtopic.php?f=20&t=927 Maybe later I'll add this part in text with images. 4) Coming soon and WIP... I wanted to wait a bit to publish my tutorial and put in more informations, but they need intensive work and research, so I'll put it later by updating this tutorial. What I want to show you: add music in the wmoadd footstep noises on the floor (wood, metal,...)add more lights (glowing windows,...)add liquids (water, lava, ...)And here are some WIP screens: I hope this has been helpful. Enjoy. (ps: sorry for my bad english if there are strange sentences)
  9. IntroductionHello, BNet-Dev. Today I am going to show you guys how to make custom non-animated .m2 models out of .mdx (Warcraft III) models. It is believed that converting models using MDXtoM2 is quite a complicated process but actually it is not that hard. You may ask: "Why do we need to do it if we have OBJtoM2 and it works fine?" Well, the answer is simple. This converter provides you a lot more possibilities than OBJtoM2, such as multiple materials, textures, lights, animations and etc. At first, I will show you how to convert static .m2s but I am going to update this tutorial from time to time when I find out something new. Okay let's go. Tools and resourcesThe full conversion will require quite a big bunch of tools which you have to download. 1) MDXtoM2Converter_lazy - a tool that generates .m2 models out of .mdx files. 2) 3DS Max with MDX export plugin or Milkshape. Well, just something to convert your model to .mdx. If you already have your .mdx object, you don't need it. 3) MDLXConverter - a tool that converts .mdx files into .mdl files which are possible to edit manually via Notepad. 4) MDLVis - .mdx/.mdl editor. 5) War3ModelEditor- a tool that allows you to add some additional sections to .mdx, such as lights, bones etc. 6) BLPLab - for converting your textures to .blp (BLP2) file format which is undesrtandable for WoW. (Warcraft textures are BLP1 and cannot be read by WoW). 7) Collision adder - a tool that generates collision in your m2 file. 8) Resizer.py - a python script that allows you to resize the initial size of your model. 9) PyModelEditor (+Python 2.6 (see PyME thread for details)) to run Resizer.py 10) AddViewDistance for editing the render distance of the model. 11) Sweetscape 010 editor (+ M2 template) - a hex-editor which we are using for fixing bugs in the model. 12) Nullmodel.mdl - .mdl template to make your model understandable for MDLVis. Well, there are plenty of other utilities that can make your model better but they're not essential. The list is quite huge, but don't worry, it won't take that long to get your model into game. Tools which are not linked here are either included into one of the linked packages or can be found in the resource section of Modcraft. Chapter 1. Static models Step 1. Preparing your model1. I won't explain you how to make an .mdx model. There are plenty of tutorials on this theme over the internet. At first, your .mdx file does not contain all the information you need for converting it to .m2. In order to fix it you need to convert your .mdx file into .mdl using MDLXConverter. I will call the result model tree.mdl. 2. When it is done you need to open your model in MDLVis. To make MDLVis open your file you have to make the .mdl structure understandalbe for MDLVis. So, pick up Nullmodel.mdl and tree.mdl model and open them in Notepad++. Find a section called Model in your tree.mdl and add missing strings into this section from Nullmodel.mdl. * tree.mdl } Model "pine" { BlendTime 150, MinimumExtent { -261.362000, -252.451996, -88.562103 }, MaximumExtent { 273.287994, 307.015015, 1465.869995 }, BoundsRadius 796.038025, } * Nullmodel.mdl } Model "Sword_2H_Claymore_A_01" { NumGeosets 1, NumGeosetAnims 1, NumBones 1, BlendTime 150, }* Result Model "pine" { NumGeosets 1, NumGeosetAnims 1, NumBones 1, BlendTime 150, MinimumExtent { -261.362000, -252.451996, -88.562103 }, MaximumExtent { 273.287994, 307.015015, 1465.869995 }, BoundsRadius 796.038025, }3. Now go to the end of both files and replace everything starting from "Bone" till the end of the file using data from Nullmodel.mdl. Now you can open your model in MDLVis. 4. Find string Image and write in the path to your textures. This path will be used in your MPQ files. Step 2. Fixing the model in MDLVis1. For some reason MDXToM2 does not create a usual transparancy chunk in the model. In order to resolve this issue open your model in MDLVis, go to Modules>>Sequences>>Skeleton>>Switch back to Anims. Select both geosets (using check boxes) and mark them as visible. 2. Save your model as .mdx Step 3. Solving possible problems1. In most cases now you can just drag'n'drop your tree.mdx to the converter and it will turn it to m2. Try doing it. If there is a crash open your .mdx in War3ModelEditor, go to Windows>>Node editor>>Right click on the bone>>Add light. Add 4-5 lights and try converting the model with MDXtoM2_lazy. If it does not work, add more lights. Okay, you should get your .m2 model now. [subsection]Step 4. Fixing different converter issues[/subsection] 1. Open Resizer.py with a Notepad. (should be placed inside a PyModelEditor folder). Edit paths to your model, set the size to 0.02. We need to decrease the scale of your model in 50 times. Save the file. 2. Run it by double clicking. If it works you will see a black command promt window for a second. 3. Open your model in the 010 editor. Run a template on the file. 4. Go to "struct TheFloats floats" and divide each value there by 50. For doing this operation faster open "Hex operations" tab, "Divide". Use the following settings: Treat Data As: Float, Operand: 50, Decimal, and press Okay. Now make sure that BoundingBox size is equal to VertexBox size. If not, copy values from bounding box to vertex bpx. Go to "struct sAnimations _Animations" and make sure if the bounding box values are divided by 50 too. 5. Go to "struct RenderFlags _RenderFlags" and set the blendingmode of every geoset to RM_AlphaTesting (1) (for usual models) and set the Render Flag to the one you need. I used double sided on my leaves geoset to make it visible from both sides. You can find the flag explanation on the WoW Dev Wiki. 6. If you added lights with War3ModelEditor you have to go to "uint Lights", "ofsLights" and set the values to 0. Then go to "struct Lights", select the section and press Shift + Delete on the selected bytes. Step 5. Adding collision1. If you need your collision to be 100% of the size of the model, just drag'n'drop your .m2 on CollisionAdder.exe and you're done. If you need to make some parts of the model non-collideable, you need to create another .m2 model which contains only the geometry you need to keep the collision on. You can even add more geometry if you need to make some invisible collsion walls in your model or smth else. For example, for making tree collision for the second model you leave only bark without leaves. Generate the collision for this model and open both ones in the 010 editor. 1. Copy the values from "uint BoundingTriangles", "uint BoundingVertices" and "uint BoundingNormals" to your model. Go to the end of the file and add 5-6 empty strings containing only zeros. Pick up the offset of the last empty string and write it to "uint ofsBoundingTriangles". Copy the entire bounding triangles section to the empty space. Finish the string with zeros. Pick up the offset of the new string and do the same for the rest two sections. You're done. Don't forget to rescale the collision model before doing that using Resizer.py. Chapter 2. Animated modelsI won't explain you how to convert animated models because there already a good tutorial by Phucko1 which should explain you everything you need to know about getting animated models to work. Here it is: http://modcraft.superparanoid.de/viewtopic.php?f=20&t=5536 So, let's think you already have your model converted. However, I am pretty sure that after doing eveything written there most of your model animations will be glitchy. How? This video is the only example I found over the internet, but it looks exactly like this: http://www.youtube.com/watch?v=TUtNSHAPML4 (To the author of this: I just used your video to show how the bug looks like and demonstrate the solution to this problem. I hope you understand it.) Well, as you can see, some models glitch on some parts of animation. If you reduce the speed of changing frames, you will notice that it looks like the animations start going back at some point. So, it is correct in general, but goes in wrong backwards direction instead of looping. Yeah, that's the mistake of MDXtoM2 converter. I don't know what exactly it is caused by, but I know quite a simple solution for this problem. Step 1. Gethering dataGo to model viewer and open your model. Start playing animations in slow motion mode and make a list of the bugged ones. Now, comes the hardest part. By moving the frames switcher in your WMV you change animation frames. Though, not all of these frames are real. Actual KeyFrames are written to M2, and there are not so much of theme. All other hundreds of frames are just interpolation between them. So, you need to slowly move this switcher and stop it when the animation starts behaving weirdly (most likely goes back or loops where it is not supposed to). Pick up this numbers and add them to your list under your animation. Do it for every animation if necessary.Keep in mind that these frames value are always approximate, and later you will need to find the closest keyframe value. Though, it is not hard as it probably seems to you now. By opening your model in MDLvis (mdx/mdl source model, not m2), you can pickup the bone numbers of the bugged animation parts. Just look in WMV what parts of the body swing badly, find the corresponding bone numbers in MDLVis and add them to the list for each bugged animation. Step 2. Fixing bugsNow open your model in pymodeleditor. Show Node Tree>>Pick up the bone You will now see the Bone Editor. Here you have two buttons: Edit Translation and Edit Rotation. One of them, or both can contain bugged data. Fortunately, it is quite easy to track. When you open either of them, you get the animation KeyFrames cords. For fixing animations, you need to pick up the animation ID of the animation you need to fix in the dropdown menu marked as 4 in the screenshot. Now, speaking about the data itself. Let's now see what is wrong here. This the original block of data. 0:{ -32759 , -32317 , -32287 , -7 } 1:{ -32758 , -32317 , -32287 , -7 } 105:{ -31914 , 31173 , -31813 , -64 } 243:{ -29948 , 26571 , -31292 , -749 } 313:{ -29284 , 25977 , -31367 , -932 } 382:{ -28844 , 28110 , -31543 , -595 } 521:{ -29063 , -29421 , -32425 , -385 } 590:{ -29558 , -27700 , 32598 , -555 } 694:{ -30218 , -29822 , 32081 , -240 } 868:{ -31503 , 28143 , 31892 , -365 } 973:{ -32071 , 25472 , 32029 , -839 } 1077:{ -32320 , 26522 , 32240 , -609 } 1251:{ -32396 , 31488 , 32626 , -28 } 1424:{ -32577 , -32500 , -32588 , -3 } 1667:{ -32758 , -32317 , -32287 , -7 } 1668:{ -32759 , -32317 , -32287 , -7 } The number of the each string before ":" is a KeyFrame number. So, the error should be in some numbers close to our previous WMV records. If you look carefully, some values does not follow the common pattern in the middle of the structure. The errors can be only related to negative/positive value differences. You never need to change the numbers. In most cases you mostly need to remove some minuses in from of the first value. But I picked up the hardest example I could find for you here. :twisted: 521:{ -29063 , -29421 , -32425 , -385 } 590:{ -29558 , -27700 , 32598 , -555 } 694:{ -30218 , -29822 , 32081 , -240 }These 3 keyframes look weird for me. And they suprisingly almost exactly match my WMV aniamtion bug records. Let's see why. Keep a look at the second coloumn. These 3 values are negative while everything around them is positive. Here our animation is most likely to go backwards. Let's change them to positive. 0:{ -32759 , -32317 , -32287 , -7 } 1:{ -32758 , -32317 , -32287 , -7 } 105:{ -31914 , 31173 , -31813 , -64 } 243:{ -29948 , 26571 , -31292 , -749 } 313:{ -29284 , 25977 , -31367 , -932 } 382:{ -28844 , 28110 , -31543 , -595 } 521:{ -29063 , 29421 , -32425 , -385 } 590:{ -29558 , 27700 , 32598 , -555 } 694:{ -30218 , 29822 , 32081 , -240 } 868:{ -31503 , 28143 , 31892 , -365 } 973:{ -32071 , 25472 , 32029 , -839 } 1077:{ -32320 , 26522 , 32240 , -609 } 1251:{ -32396 , 31488 , 32626 , -28 } 1424:{ -32577 , -32500 , -32588 , -3 } 1667:{ -32758 , -32317 , -32287 , -7 } 1668:{ -32759 , -32317 , -32287 , -7 }And it works like that for Translations and Rotations. Just save your files more often to avoid erros and make backups. It takes approximately and hour for every model. But I am pretty sure if you do it often, you will get a faster skill. That's all for now. Big thanks to Vel, Malice and other people who helped me and to the authors of all these tools I used here. I will add some pictures soon enough to make this tutorial more understandable for newbies. If you don't undestand something (my English sucks) or have some problems/tips feel free to ask me. Check this thread from time to time for getting recent updates. Good luck with your first model ;).