Tutorial: Exporting animated creatures from other video games(including World of Warcraft) to the Neverwinter Nights game engine.

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1 Tutorial: Exporting animated creatures from other video games(including World of Warcraft) to the Neverwinter Nights game engine.

2 Intro: Greetings! I have found a way to import creatures from other video games(with their existing animations) to the Neverwinter Nights game engine at last.

3 Tools: * Neverwinter Nights * 3DS MAX * I used 3ds max 2013 to achieve this but it can work in any version. I don t know about the older ones though. * World of warcraft Model Viewer(for WOW models) or FBX file of an animated 3d model * In some games, animated 3d models can be exported to the FBX format. * JimJagger s Tools * FBX file of an animated 3d model * NWMax Plus Links: * Importing WOW Models with Animations (FBX) into 3DS Max * Skin Utilities

4 Part 1: Recreating the Bone System We will start with the Crypt Fiend model.

5 Open up 3ds max 2. (a).go to file > import > select the fbx or any supported format file & click Open. (b).next to Animation Take choose No animation & click OK.

6 3. Scale the model up to its acurate size. I use a human model(or a blood elf for WOW models) for size comparison.

7 4. Rotate it in the same direction as the AuroraBase. 5. Create a square or whatever object & collapse it to mesh. I recommend scaling the square to save some time while aligning.

8 6. Change the pivot rotations to 0 (Mistake: ditch the affect Affect Pivot Only, just change them to 0) and resetx form it. 7. Duplicate the square to the same number of bones the model has.

9 8. Align(position only) and parent each square to their nearest bone.

10 9. Create a smaller square & collapse to mesh. 10. Change the pivot rotations to 0, and resetx form it.

11 11. Repeat the same duplication and alignment process in steps 7 & 8.

12 12. Recreate the hierarchy of the fbx model by parenting the small squares properly. I d rename the squares but its not mandatory except for the root. 13. Now go the the Track View - Curve Editor.

13 14. Assign the controllers for Position & Rotation to Linear & click OK. Repeat this on each small square. Part 2: Animating the New Bone System We ll start with the Stand animation and make it as cpause1. Keep in mind that the model doesn t have all the animations required for the average creature animation set(42 animations). You can either alter its original animation to meet the standards of the required animations or do it manually.

14 1. (a). Go to file > import > select the fbx of the same model & click Open. (b).next to Animation Take choose Stand & click OK.

15 2. Slide the original model s animation timeline until the first key reaches For our created bone system, create two keys, one on 0 & 10 copied from Align one of the smaller squares to its larger square & check all the X,Y,Zs in Align Position & Align Orientation & click OK.

16 5. Repeat this process keyframe by keyframe until it reaches the last key of the animation timeline and do this with the rest of the smaller squares.

17 6. The rest is a piece of cake. To relive yourself of the repetition is the Animated Align from JJTools script collection. It can also work on any version of 3ds Max. Part 3: The Skinmesh Most of you know how to do this already but its here just in case. 1. Copy the skinmesh of the model & collapse to mesh. 2. Cut the mesh in two or several pieces. 3. Change the pivot rotations to 0(now this is where you must heed the Affect Pivot Only ) & move the position pivot to the middle or any appropriate location & reset the transforms.

18 You can either use the skin utilities or follow steps 4 & Apply the Skin modifier & add the correct bones to each mesh. 5. Weight the skin exactly like the original skin mesh, may time some time though.

19 Conclusion: The Final Product I also made an aquatic version of the crypt fiend using its swimming animations, along with most other models.

20 As I said earlier, isn t just limited to WOW models, as you will see in this video. Abandoned Automated Guardian from Tera Online

21 Tyrannosaurus Rex from ARK: Survival Evolved

22 Below are a few glimpses of my custom creation done by following this tutorial Were Crocodile 2. Infinite Wind Serpent 3. Rattlesnake

23 Fel Mace Tentacle 2. Void Spiked Tentacle 3. Swimming Thunder Lizard 4. Fel Colossal Kodobeast 5. Mannoroth the Destructor(Made by using the Warlords of Draenor Mannoroth model & parts of Vaanel s WOTA Mannoroth Model(link), credit goes to Vaanel.) 6. Mouth of C thun 7. Undead Dragonspawn Overlord 8. Skeletal Raptor 9. Plague Eye Tentacle 10. Swimming Skeletal Raptor

24 Megalania 2. Baryonyx 3. Bebilith Fiend 4. Two-Crested Raptor 4.

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