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modeleditor:howtos [2012-04-15 15:07]
Carsten Wrote the remaining How-Tos
modeleditor:howtos [2013-01-07 12:07]
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-====== How-Tos ====== 
- 
-===== How do I ... ===== 
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-==== ... get my model into Cafu? ==== 
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-<​HTML>​ 
-<div style="​text-align:​ center; clear: both;">​ 
- 
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-<param name="​movie"​ value="​http://​www.youtube.com/​v/​Q3KJm-Ph_5o?​version=3&​feature=player_detailpage&​hd=1&​rel=0"></​param>​ 
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-<embed src="​http://​www.youtube.com/​v/​Q3KJm-Ph_5o?​version=3&​feature=player_detailpage&​hd=1&​rel=0"​ type="​application/​x-shockwave-flash"​ allowfullscreen="​true"​ allowScriptAccess="​always"​ width="​720"​ height="​540"></​embed>​ 
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-\\ 
- 
-Additional notes: 
-  * When watching the video, change the playback quality to "720p HD" if possible. 
-  * There is no audio track in this video. 
-  * Use the [[:​mapping:​cawe:​editingtools:​newentity|New Entity]] tool for placing the newly created ''​.cmdl''​ model into a map. Watch the [[http://​www.cafu.de/​flash/​Placing_a_Model.htm|Placing a Model]] tutorial for related information. 
-  * If you want to make adjustments later, both the ''​.cmdl''​ model as well as the material definitions can be edited as shown above also //after// the model has been placed into a map or world file. The changes will take effect when the program is next restarted. 
-  * In the video, why did we //close// the model window before editing the material definitions?​\\ When you save a model file, the Model Editor //​overwrites//​ the ''​_editor.cmat''​ file as explained at [[modeleditor:​modelfiles]]. In fact, we should never have hand-edited the ''​_editor.cmat''​ file, but do all edits in ''​.cmat''​ (without the ''​_editor''​ part) instead, but we thought it's too difficult to explain that in the video. ​ ;-) \\ Additionally,​ the Model Editor had to re-read the new material definitions anyway, so even if our edits were made in the right file, we had to close and reopen the model. 
- 
- 
-==== ... scale my model? ==== 
- 
-There are two main methods for scaling a model: 
- 
-  * via the Skeleton / the Joint Inspector 
-  * via the Transform dialog 
- 
-The [[modeleditor:​skeleton|Joint Inspector]] can transform individual joints of the model, but only for the //bind pose//. It is mostly useful for static, non-animated models, but even then only if there is a special requirement that the Transform dialog cannot handle. 
- 
-The [[modeleditor:​transform|Transform dialog]] is much easier to use, as it transforms the entire model (the whole skeleton): the transformation is applied to all currently selected animation sequences. If no animation sequence is selected at all, the “bind pose” is transformed. 
- 
- 
-==== ... import animations from other models? ==== 
- 
-In some cases, importing animations is very easy: Use the "​**+**"​ button in the [[modeleditor:​animations]] pane as demonstrated in the above video. 
- 
-However, this works only if the animations are stored in separate files that are compatible with the already loaded mesh. This is specifically the case with ''​md5anim''​s for their related ''​md5mesh''​ file. 
- 
-We will extend this functionality in the future. Until then and for all other cases, see the next How-To about generically sharing and re-using elements. 
- 
- 
-==== ... share and re-use animations, skins etc. from other models? ==== 
- 
-Creating variants of a model by sharing or re-using elements of another model is a straightforward idea, but generally not easy to implement: For example, it's easy to share meshes and animations when the skeleton is an exact match, but much harder to do otherwise. 
- 
-The solution is to manually edit the ''​cmdl''​ model file, which is a Lua script as documented at [[modeleditor:​modelfiles]]. 
- 
-For example, copying and pasting the definition of an animation from one player model into another (that has a compatible, matching skeleton), tends to work very well. 
- 
-It is also possible to use Lua's ''​dofile()''​ statement to include models into each other, which we intent to augment in the future to load globals from one model file into a table of another, as to keep the global namespace of the current model clean. 
-All variants of such file inclusion however suffer the problem that it creates a dependency of one file on another. This may be exactly what you want, or maybe not -- where in the latter case falling back to copy and paste is probably the better solution. 
  
modeleditor/howtos.txt · Last modified: 2013-01-07 12:07 (external edit)