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Hiveworkshop· BlinkBoy·· 10 小时前AI 评分31

展示 WhiteoutFlakes+:一款强大的全新模型编辑器

Presenting WhiteoutFlakes+: A new powerful Model Editor.

AI 导读

WhiteoutFlakes+ 模型编辑器与预览器现已推出,面向 Warcraft III 及未来 Starcraft 2 模型,提供完整多边形建模、蒙皮与自动 IK 动画等功能。

正文

EDIT: It's out now WhiteoutFlakes+: Model Editor and Previewer

I present to you WhiteoutFlakes+:

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Flakes+ is a full fledged editor for Warcraft III and, in the future, Starcraft 2 models. It supports:

  • Full polygon modeling.
  • Complete Blender style UVMapping tools.
  • Complete Skinning tools.
  • Automatic IK animations.
  • Constraints: Link constraint, Position Constraint, Orientation Constraint, LookAt Constarint.
  • Full material editor with Realtime feedback.
  • Animation Transfer.
  • Split-Body animations.
  • Curve Editor.
  • MDX, M3, glTF import/export.

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Skin your models to the bones, so they are correctly rigged.

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Full animation support, from timeline management, tzo copying keys, to automatic IK solving.

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Manage all the Nodes, edit their properties:

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Manage Multiple Profiles, so your model works in different games!

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Animation Transfer!
Transfer animations not just between Warcraft III models, but also access a library of animations from multiple games: World of Warcraft, Starcraft II, Diablo III and Heroes of the storm!

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Further info here at my discord server:
Whiteout Gadgets

Last edited: Today at 3:51 PM

Looks amazing, but for the "discordless" people, such a complex software should also come with a comprehensive manual (and videos tutorials, probably). Writing a manual is very boring, but could save you a lot of time answering the same questions again and again.

Looks amazing, but for the "discordless" people, such a complex software should also come with a comprehensive manual (and videos tutorials, probably). Writing a manual is very boring, but could save you a lot of time answering the same questions again and again.

Definetely there'll be a few lil tutorials.

I've made a big effort for it to feel natural and intuitive.

Here's a demo of how animating feels like and the kind of tools you can use:

Here is how to make a simple asian style building just using the keyboard (all those tools I used can be found inthe panel to left or in the toolbar at the top. There's a lot of redundancy, so you find things quickly).

the legend himself! this looks incredible! :) the UI definitely looks really intuitive, definitely reminiscent of the ease-of-use with blender

is there a download link to play with it yet?

the legend himself! this looks incredible! :) the UI definitely looks really intuitive, definitely reminiscent of the ease-of-use with blender

is there a download link to play with it yet?

Very Soon. If you join the discord you'll get a notification for when it's out, I may also do an open beta in a few days or weeks.

I'm a bit busy trying to get another tool called WhiteoutDex out (a 3ds max plugin).

About Blender, 3ds max and Maya. I did inspired on them but I use a key design philosophy that none of these tools use: thinking-Hats. i think it's easier to manage everything when you work in Thinking Hats you are working on Modeling, you have modeling tools. You are working on Animation, you are only surrounded by animation tools. You work on UVMapping, same deal. Never are these things mixed up.

Last edited: Sep 26, 2026

The UI looks very overwhelming to me but I still welcome any new addition because I feel it has been a monopoly for a while now from my limited understanding.

Looks promising.
Nice job.

So here's a new update with the animation transfer and a cool new feature called Animation Layers:

First animation tarnsfer. I think people are well aware of this since good old Oinkerwinkle made his old modeling tools. Animation transfering is elemental to modern Warcarft III modeling. I wanted to go a little bit further:

Additionally since some people likel mixing animations from different models, why not mix animations within the same model? Here's a nice tool called Animation Layers:

Looks very promising. The main reason I don't use RMS is because I find the UI very unintuitive and hard to navigate. Seems like this won't have that problem.

So here's a new update with the animation transfer and a cool new feature called Animation Layers:

First animation tarnsfer. I think people are well aware of this since good old Oinkerwinkle made his old modeling tools. Animation transfering is elemental to modern Warcarft III modeling. I wanted to go a little bit further:
View attachment 613325

Sold. But how do you determine which bone to transfer the animation to?
My limited understanding was that even in 3ds max you have to manually map the source/target bone, model_A_feet -> model_B_feet.

BlinkBoy said:

Automatic IK animations.

I am pretty sure 95% of the modellers on this website don't know about IK as it requires 3ds max or blender to use them, the only place I learnt about them was here : Happy Animating with IK, so that sound interesting but what's the "automatic" part?

Sold. But how do you determine which bone to transfer the animation to?
My limited understanding was that even in 3ds max you have to manually map the source/target bone, model_A_feet -> model_B_feet.

I am pretty sure 95% of the modellers on this website don't know about IK as it requires 3ds max or blender to use them, the only place I learnt about them was here : Happy Animating with IK, so that sound interesting but what's the "automatic" part?

It has an idea of how the skeletons work based in all shipped models from Wc3, WoW, Sc2 and D3.So if you stick to that naming scheme, you are cool. I may also create a simple neural network to detect the type of skeleton based on their normalized positions and relationships when the previus method fails. You can also set the names manually like in 3ds max.

About Auto IK. It just automatically figures how your chain is suppose to work without you having to set up IK Solvers or anything weird. Here is a video where All I did was import the footman and create a new animation:

What are the minimum specs/OS requirements to be able to use it?

What are the minimum specs/OS requirements to be able to use it?

So far it's Windows, Linux and MacOS Apple Silicon all 64 bits.

I could make Intel MacOS builds as well.

I imagine you are asking because of Windows 7. In theory, it should be supported through D3D11 backend. You could check by using the previewer WhiteoutFlakes. If it works, then this will work; if it doesn't let me know.

About hardware, if you can run Warcraft III Reforged, you can run this.

Interesting. Being out of the loop for model editing, may I ask why you chose to make an own program instead of perfecting addons for 3ds Max, Blender, etc?

The challenge :)? Or is it a better UI/UX for the user?

Interesting. Being out of the loop for model editing, may I ask why you chose to make an own program instead of perfecting addons for 3ds Max, Blender, etc?

The challenge :)? Or is it a better UI/UX for the user?

Well I also made a 3ds max addon (look in my tools). The main issue with addons is that, you simply cannot make one that works in 3ds max, maya and blender all at the same time. All 3 apps have very different APIs. So the idea was to have an app that would do the elemental stuffs to some extent but be able to read anything you exported out of 3ds max, blender or maya.

Now in other news:

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macOS support is in.

In other features coming in.

Another great feature which is coming in, is way better export of WoW models to MDX. Baking complex materials is now supported and WoW particle emitters are converted into PopcornFX files.

ALL the next files are MDX, they are not M2 anymore.

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It has an idea of how the skeletons work based in all shipped models from Wc3, WoW, Sc2 and D3.So if you stick to that naming scheme, you are cool. I may also create a simple neural network to detect the type of skeleton based on their normalized positions and relationships when the previus method fails. You can also set the names manually like in 3ds max.

About Auto IK. It just automatically figures how your chain is suppose to work without you having to set up IK Solvers or anything weird. Here is a video where All I did was import the footman and create a new animation:
View attachment 613375

Wow. What trickery is this? @Gluma Auto IK chains, jeeeeeeez.

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So here's a new update with the animation transfer and a cool new feature called Animation Layers:

First animation tarnsfer. I think people are well aware of this since good old Oinkerwinkle made his old modeling tools. Animation transfering is elemental to modern Warcarft III modeling. I wanted to go a little bit further:
View attachment 613325

Additionally since some people likel mixing animations from different models, why not mix animations within the same model? Here's a nice tool called Animation Layers:
View attachment 613326

Animation transfer between games + auto IK and animation layers are bound to change modding yet again. Absolutely lovely work!

Animation transfer between games + auto IK and animation layers are bound to change modding yet again. Absolutely lovely work!

I saved the best feature for last. Please have a look:

I saved the best feature for last. Please have a look:

View attachment 614988

Ragdoll and physics? What the heck, nice job.

Also: Are you able to push back DE models into their T/A-Pose? Seems like it from the preview.

I almost feel bad because last year I did a bit of work on making my own model editor, and now it feels totally pointless to continue working on it xD (although it's a totally different kind of editor)

Ragdoll and physics? What the heck, nice job.

Also: Are you able to push back DE models into their T/A-Pose? Seems like it from the preview.

Yeah, it's in.

It's not necessarily only to recover the A-Pose or T-Pose but also allows you to repose any model you like and however you like. I just recalculate animationsd based on the new pose.

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Hmn was it always that way?

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oh look he's tiny now!

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Many people requested this:

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What a nice feature! It can deal with shading and has the in-game frame parameters, very handy, it can actually save a lot of time 👍

Is there a way to generate some dummy skeleton for models without bones just to get a start from somewhere instead of total scratch?

ahhh @BlinkBoy you are the most dedicated 3d modelling software maker ive ever seen great job

Can we download the tool yet?

Damn, even though i started making my own tool (only for SD!) a bit before you published this I have to say this looks god damn incredible!
really great job.

I use Whiteoutflakes in mine :D

But this tool really looks amazing, you can tell the experience you have put into it :P I am just a dog in space playing with codex.
The animation splicing is incredibly cool :cute: I was working on a simple version of something similar but now I don't wanna :grin:

So, does this mean that—thanks to you—we can alter a model's static pose however we want? That we can transfer animations from any model onto it?

And does it also mean that, taking the Dracthyr model as an example, we could modify its static pose to create a true anthropomorphic dragon? (The difference being a design more like a theropod dinosaur or Godzilla with arms, rather than the humanoid look of the Dracthyr—though in the lore, dragons can transform into bipeds.)

I’ve dreamed of this for years: turning the Dracthyr into the perfect base for anthropomorphic dragons. And now, thanks to you, that’s easy to do? Is that right?

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What a nice feature! It can deal with shading and has the in-game frame parameters, very handy, it can actually save a lot of time 👍

Yes the ingame setup is accurate, extracted from teh game itself.

Is there a way to generate some dummy skeleton for models without bones just to get a start from somewhere instead of total scratch?

Currently there is no such option but I made rigging bones so easy that you can do it in less than a minute, you can also mirror copy the bones.

Now, let's say you are hyper lazy about it; WhiteoutFalkes has MCP support, so you can ask Claude, ChatGPT or whatever to do the rigging for you. I don't suggest you use them for animation or modeling, that's best done by a human.

ahhh @BlinkBoy you are the most dedicated 3d modelling software maker ive ever seen great job

thank you.

Can we download the tool yet?

very soon. I'm still working on getting it done.

Damn, even though i started making my own tool (only for SD!) a bit before you published this I have to say this looks god damn incredible!
really great job.

I use Whiteoutflakes in mine :D

But this tool really looks amazing, you can tell the experience you have put into it :P I am just a dog in space playing with codex.
The animation splicing is incredibly cool :cute: I was working on a simple version of something similar but now I don't wanna :grin:

well if you feel like, you can always contribute to mine and add any tools you like when it's out.

So, does this mean that—thanks to you—we can alter a model's static pose however we want? That we can transfer animations from any model onto it?

And does it also mean that, taking the Dracthyr model as an example, we could modify its static pose to create a true anthropomorphic dragon? (The difference being a design more like a theropod dinosaur or Godzilla with arms, rather than the humanoid look of the Dracthyr—though in the lore, dragons can transform into bipeds.)

I’ve dreamed of this for years: turning the Dracthyr into the perfect base for anthropomorphic dragons. And now, thanks to you, that’s easy to do? Is that right?

yes, you can alter an static pose and transfer animations between non-standard skeletons. Included from WoW to Warcraft III.

Talking about WoW. Some heavy rendering improvements have been made to World of Wracraft support:

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Shadows and lighting are now in.

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WMOs are also in with full lighting.

And yes they are exportable to both MDX and M3.

Yes the ingame setup is accurate, extracted from teh game itself.

Currently there is no such option but I made rigging bones so easy that you can do it in less than a minute, you can also mirror copy the bones.

Now, let's say you are hyper lazy about it; WhiteoutFalkes has MCP support, so you can ask Claude, ChatGPT or whatever to do the rigging for you. I don't suggest you use them for animation or modeling, that's best done by a human.

thank you.

very soon. I'm still working on getting it done.

well if you feel like, you can always contribute to mine and add any tools you like when it's out.

yes, you can alter an static pose and transfer animations between non-standard skeletons. Included from WoW to Warcraft III.

Talking about WoW. Some heavy rendering improvements have been made to World of Wracraft support:
View attachment 618368

View attachment 618369

Shadows and lighting are now in.

View attachment 618370
View attachment 618371
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View attachment 618373
WMOs are also in with full lighting.

And yes they are exportable to both MDX and M3.

Ohh damn!!!
Cool!!!!!!

I also wanted to know: how exactly would this work? If the model's static pose is altered, do the animations and the model's original appearance remain unchanged? Or, with the static pose modified, will the model move in all its animations based on that new pose configuration?

Or perhaps there would be a function to enable just one of those two options?

Also, is it possible to tweak the movement shape of each individual animation separately—adjusting it at specific moments within that specific animation? Or is that still just a pipe dream?

And...
I had another thought, too... What if we could edit the meshes of animated textures in real-time? That is, imagine looking at the active model and seeing how the animated texture behaves, while simultaneously being able to manipulate the geosets (duplicating, editing vertices, moving parts, etc.)—making it much easier, for instance, to create an elemental dragon out of spare parts from WoW elementals?

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Yes the ingame setup is accurate, extracted from teh game itself.

Currently there is no such option but I made rigging bones so easy that you can do it in less than a minute, you can also mirror copy the bones.

Now, let's say you are hyper lazy about it; WhiteoutFalkes has MCP support, so you can ask Claude, ChatGPT or whatever to do the rigging for you. I don't suggest you use them for animation or modeling, that's best done by a human.

thank you.

very soon. I'm still working on getting it done.

well if you feel like, you can always contribute to mine and add any tools you like when it's out.

yes, you can alter an static pose and transfer animations between non-standard skeletons. Included from WoW to Warcraft III.

Talking about WoW. Some heavy rendering improvements have been made to World of Wracraft support:
View attachment 618368

View attachment 618369

Shadows and lighting are now in.

View attachment 618370
View attachment 618371
View attachment 618372
View attachment 618373
WMOs are also in with full lighting.

And yes they are exportable to both MDX and M3.

Man what an awesome tool. I hope the controls will be as straightforward as MDLVs so I can finaly replace that old boy.

well if you feel like, you can always contribute to mine and add any tools you like when it's out.

Will definitely use it and see if I can contribute something! I will for sure use your editor for HD/Reforged.

I have already decided to step down from adding HD/Reforged to my tool and keep it purely focused on SD (I want to integrate Neverwinter Nights into it as well XD).

It would be nice if you add also optimizer - basic optimizations like calculate extents, remove unused components, remove unused keyframes. Maybe even more.
There's always more that you can add over time with later versions

Ohh damn!!!
Cool!!!!!!

I also wanted to know: how exactly would this work? If the model's static pose is altered, do the animations and the model's original appearance remain unchanged? Or, with the static pose modified, will the model move in all its animations based on that new pose configuration?

Or perhaps there would be a function to enable just one of those two options?

Also, is it possible to tweak the movement shape of each individual animation separately—adjusting it at specific moments within that specific animation? Or is that still just a pipe dream?

And...
I had another thought, too... What if we could edit the meshes of animated textures in real-time? That is, imagine looking at the active model and seeing how the animated texture behaves, while simultaneously being able to manipulate the geosets (duplicating, editing vertices, moving parts, etc.)—making it much easier, for instance, to create an elemental dragon out of spare parts from WoW elementals?

It uses 2 core things: the reposing if you set it up and some recalculations based on different poses. This means that transfering from a M-pose to a T-Pose model is possible. Reposing is mostly needed for Definitive edition models, so the animations are correctly transfered. From Sc2 or WoW to Wc3, in general, few things are needed.

On the second feature. This would be too hard and problematic, since modeling can alter the UVs and skin weights.

Man what an awesome tool. I hope the controls will be as straightforward as MDLVs so I can finaly replace that old boy.

The controls are based on 3ds max, Blender and Maya. So they are quite different to MDLVis. Still, they are easy to use once you understand teh core idea.

Will definitely use it and see if I can contribute something! I will for sure use your editor for HD/Reforged.

I have already decided to step down from adding HD/Reforged to my tool and keep it purely focused on SD (I want to integrate Neverwinter Nights into it as well XD).

Well I support SD as well. I also even let you have multiple profiles for the same model (an SD profile and HD profile), so you can reuse the same model for SD and HD.

It would be nice if you add also optimizer - basic optimizations like calculate extents, remove unused components, remove unused keyframes. Maybe even more.
There's always more that you can add over time with later versions

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It does about the same optimizations that NeoDex / WhiteoutDex does in import and export, so your model is clean.

Last edited: Thursday at 10:15 PM

It does about the same optimizations that NeoDex / WhiteoutDex does in import and export, so your model is clean.

Optimize only when importing? 🤨

Optimize only when importing? 🤨

Both. Optimizing on importing, helps get rid of clutter and crap.

As we approach release, I have started doing improvements to the interface.

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We are inclusive here, color blindness themes are in.

As we approach release...

That's all I heard 🥸

Both. Optimizing on importing, helps get rid of clutter and crap.

A question concerning optimization.
@stan0033 mastered his tools for optimization, he put a lot of effort and thought into functions that help get rid of unwanted stuff carefully, such as removing duplicate geosets, unconnected vertices, ect., without "hurting" the model and its animations. Can the auto optimization treat the models gently, I mean, are there boxes with functions that might influence the model's behavior that can be controlled/unchecked during the import? Because sometimes blindly removing, say, floating keyframes and Sanity Check warnings can cause problems.

Last edited: Saturday at 1:47 PM

Any plans to incorporate WoW models dress up (customize player character gear and stuff and export them as models for Warcraft III?).

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