Not much here to look at.
- Language: Displays a window to select the language the application is presented in.
- Help: non functional
- About: Info on all the contributors to the project
- Check for Update
Not much here to look at.
The Effects menu allows you to display enchant effects. Clicking Apply Enchants will open a window to select an Enchant effect:
Right Hand / Left Hand: which weapon hand will have the effect.
Enchantments: Scroll and select the effect you want.
The Options Menu is pretty basic:
Adjusts display options in the canvas:
Game Path: Normally the default path is C:\Program Files\World of Warcraft\Data\
If you have a custom install, you will need to enter it manually. Remember to include the trailing backslash.
Folder to explore for additional files: This is the custom game data folder. Yes, you can create custom skins. There is a tutorial on the subject which basically involves creating a similar folder structure and putting new model skins (e.g.: infernal with tan skins).
Conflict policy: When it finds two items of the same type, which should be the one WMV picks. Usually just leave it with Keep game files.
Apply – remember to click the Apply button with any changes you make here.
OpenGL Display Mode: Allows you to set the color depth and other rendering features. Usually, the default settings are fine.
Field of View (in degrees): default is 45°
Field of View (or FOV) describes how wide the audience can view from their perspective. The angle of FOV is half to the left or right so 45° is 22.5° to the left or right. This also affects how the model is rendered and distorted to give the appearance of depth.
Humans typically see with about 110°-115° FOV. You can experiment to see if you like the perspective.
There are several checkboxes to turn various graphic shaders and renderers on/off. I typically leave these alone but feel free to experiment.
Initial Pose Only Export: For certain 3D programs (Maya, Cinema4d) you may have reason to check this and click Apply.
Lighting is set up using the View…Light Control toolbox. The Lighting menu allows you to load and save specific lighting placements for other uses.
The next four options affect the quality and complexity of light and shadow on a model.
I’m not an expert when it comes to what these do. True lighting is most likely the most complex and ‘realistic’.
I would expect true and ambient would provide an, indirect, diffused or generic lighting effect. Model lighting would only provide lighting as drawn on the textures themselves and be somewhat dark. Again feel free to drop me a note with your experimentation and I can update the guide. Most of the time, you’re going to rely on lighting effects in a more robust graphics or 3D program.
The Character Menu is one of the most used menus; it consists of:
WMV save a custom XML text file ending in .chr. These files contain the IDs of all settings and equipment for the character as seen in Figure 1:
A character consists of a character model and custom settings for skin, hair, and other features.
It also provides equipment slots to outfit armor, weapons, tabards, etc. These can be saved separately as an Equipment (.eq) file.
If you have already saved a character file, click Character > Load Character and select the file you want.
This is probably the MOST important feature since it save a huge amount of time. This feature was broken until version 0.8.5_sslfix for Warlords of Draenor and has been working through the Legion alphas (0.4 Alpha works).
Characters will have whatever armor they were wearing on the last logout so make sure if you are pulling armory profiles to wear whatever is appropriate.
You will get a prompt and need to enter an URL from the Armory at worldofwarcraft.com:
An armory URL follows this convention:
Where SERVERNAME is the name of the warcraft realm your character is on (use dash instead of a space if your servername has one) and
CHARACTERNAME is the name of your character. You may notice foreign characters use what is called “HTML Encoding” where characters are replaced with % and a value.
An example URL would be:
If your character has transmogs, an alert will notify you that WMV has detected those and will use the transmogs for equipment.
Once your character is loaded and appears correct, SAVE the character to a file.
Simply prompts you to create a character (.chr) file of the current model and settings. It is highly recommended after getting a character just right to save it (you can always overwrite it later if you need to update).
Turns on/off eye glows for Undead, Death Knight, and elves.
If you really want to you can turn off the rendering for underwear textures to show your figures au naturale. What you do is your own business, I just write comic books and guides.
Turn on/off ear models, especially useful for helmets where bits of the ear geometry poke through.
Turns on/off hair geometry, especially useful for helmets where bits of the hair geometry poke through.
Turns on/off facial hair/beard geometry, especially useful where bits poke through.
Show/hide the foot armor texture making it look as though your character is barefoot.
If wearing a hat, especially wide brim hats on gnomes causes ears to disappear, UNCHECK this to prevent ears from mistakenly being removed. Another way to resolve this is to re-click the ear geometry on the model control to toggle it back on.
Puts weapons/shields on back or in hands. Some weapons don’t work very well and wind up projecting from the hips. The only thing you can do is manually assign the XYZ coordinates and rotation of the weapons (discussed later). This is useful on mounts or when your character isn’t ready to kill something.
All of a characters equipment slots can be saved to a separate (.eq) file. This is especially useful for uniforms where many different characters are wearing the same gear. It is also helpful to categorize different gear for events (winter gear, raid gear, unarmed, casual, no_helm, etc.)
Locate an equipment (.eq) file and it will replace the current model’s armor, weapons, and tabard with the type specified in the file.
Clears the current equipment loadout on the model.
Allows you to load a complete armor set (such as raiding gear). Choose or search from the dialog box:
You can select a specific class starter outfit (this doesn’t seem to work so well in the Legion build). Pick the class and your model will be outfitted with the same gear a Level 1 class would have.
Allows you to pick any mount in the game for your model. You can filter between Player and Creature models as well as type to find a matching name. Selecting a mount automatically puts the character on the mount in the seated position.
Randomises the settings for the skin, face, hair color, style, and facial features. Great when you need a quick NPC. Do keep in mind that any race that can be a Death Knight will have half of it’s available face settings/colors for DKs.
The Application Menu consists of several drop down menus that handle preferences, file management, and effects. The Applications Menu consists of:
The View Menu manages the model, display characteristics, and toggles the tools windows.
The Base Animation dropdown is the first box which shows a description of the animation and an ID number.
The skin dropdown allows you to choose from several texture variations (if applicable) for the model. Some textures are light reflections and other effects maps.
The next three controls do not appear to do anything; at one time they were used to add multiple animations in a chain (up to 10, numbered 0-9). The Add button allowed you to add the selected animation to the chain. The Next Animations checkbox function is not known. Again, these do not appear to be working at this time.
Animation Player Controls:
Play – plays the animation
Pause – holds the animation at the current frame
Stop – Halts the animation
Clear – Might have cleared sequences of animation; not sure
<< – Rewind – scrubs back several frames
>> – Forward – scrubs forward several frames
Auto Animate: When checked, selecting an animation will immediately play the animation
Lock Animations: Opens animation controls for Torso and Head movement/poses
Frame slider: Allows you to slide/scrub to a specific frame position in an animation. Essentially a fine-tune control for capturing a movement or expression.
Speed: Changes the speed the animation plays at.
To see your lights, make sure Relative is checked, then check the box under the Lighting menu… Render Light Objects to see the light. The light objects take whatever color you chose for Diffuse lighting.
A rendered light object will look like a big circle or similar object (no that’s not his balloon).
The Y-Axis rotates the model as if it was an ice skater twirling around
The Z-Axis rotates the model as if it was rolling backwards in a somersault
The Default Interface consists of four major areas. I’ll delve into each one. The Default Interface should look like this (your background color may vary):
WoW Model Viewer is a 3D modeling editor allowing you to view, pose, animate, and export 3D assets from World of Warcraft. It is used in machinima and as a tool to generate images for other digital presentations relating to that gaming universe.
I’m demonstrating two versions because they worked – newer ones may be available. Warlords of Draenor Version is 0.85sslfix and Legion is 0.84 ALPHA 4.
Always keep proper backups of your game, operating system, and hard drive. You agree to hold the author harmless by following this guide, proceed at your own risk.
You will need a legitimate, working copy of World of Warcraft. Download a version of WMV that works from this location: https://wowmodelviewer.net/wordpress/?page_id=27
making sure it’s compatible with the WoW software you have (WoD, Legion).
Once complete, double-click the downloaded file. It will open an installation wizard.
Click “I Agree” for the GNU Public License and proceed to install in the default location.
When you begin, you may be prompted to locate your copy of World of Warcraft. On PCs this is typically in C:\Program Files\World of Warcraft.
Load World of Warcraft?
You will be prompted to load World of Warcraft – this loads the assets into the system for use, not to play WoW. Click Yes to continue.
Loading the assets will take several seconds, depending on how fast your computer is. Once the message box disappears, you’re ready to create.
I’m going to break up the interface into its windows and then get into specifics for each one.