The 3rd Age

MasterHero Mod 1.8.1

MasterHero Mod 1.8.1

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Hiding/Uhiding meshes during animations

Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of cahik_

cahik_

Category: Graphics
Level: Intermediate
Created: Friday September 14, 2007 - 2:40
Updated: Saturday June 27, 2009 - 19:13
Views: 4746
Summary: It shows how you can hide/unhide things like arrows do on EA's anims

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I will not show how you can animate in this tutorial since it isnt its purpouse. I will show you how you can properly hide/unhide meshes durings anims just like arrows do on orginal EA's anims. It is a bit tricky and not that easy but it definatly works and it can help you with creating some really nice effects on anims.

One the the limits of that system is that you cant use it with normal bones that exist in W3D file. You need mesh that is later exported as both bone and mesh. This means that you animate mesh directly, do not rigg it to any bone. As many of you probably notice there are meshes ( 99% of them are arrows ) that dont need rigging and through they are animated correctly. It is result of process that i will learn you here.

So lets get to work. I have scene with animated javelin thrower and i want to animate the javelin to properly dissapear after being thrown and then appear when unit takes new javelin from the pack.

On this first screenshot you can see the export setting for the javelin ( I may called it spear randomly. I am not weapon expert so it doesnt matter to me ). Obviously the visibility is paramater same as position or rotation so if you want to change it you need to turn Auto key on.

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Now take a look what we will do. Right click somewhere in scene and select properties from menu that came up.

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The thing that we will change here is Visibility ( such a surpise ) .

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{IP}Sauron - Saturday September 15, 2007 - 14:12

Nice! That is really Awesome!

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