Well, I still have not found the way to create the worm hole effect, I couldn't separate the textures of the particles in that video. So I made this as a practice...
Sorry for the missunderstanding, I also failed on equally divide the beam. The IK in Star tools is too simple and hard to use...Is there any other way that a bone‘s motion can be controled halfly by another bone in SC2?
But I saw somebody solve it in the Galaxy Editor before. Since it is not depend on the models, I wonder to know if you are interesting in that.
Awesome! Looking forward to seeing this done as on the youtube video posted on the previous page! Now besides the effect, one would need also a suitable trigger system to do it exactly in that video. Which movie was this from btw?
A bone can control another bone via position constraint. I've tried to add 2 position constraints to a bone, so it would always be between 2 other bones. And It worked for a normal model.
Tried to do the same with the beam and attachment. Used 2 position constraints, one to the Attacher bone, and another one - to the second part of the beam emitter. And in max the attachment positioned as expected, always been between 2 parts of the beam. But in game it seemd to only be attached to the attacher bone, without any reaction to the position of the second beam tip. So, I'm curious, is there another name for a bone (like Attacher), which would work with the second tip of the beam, and which could be used as the target for second position constraint.
The Star tools bake most constraints and IK motions to PTR movements, so that why they can not work well in these models which contain some "SC2 engine-dependent bones".
I thought that the "IK leg" in behavior editor may be helpful to solve this. Since it the only way I know that can control multiple bones at once in game. But at last I still failed.
A character model test, Totooria Helmold.
The origin model came from the same name PS3 game, one of my friend exported it. The model is so beautiful that I could not stop to import into 3dsmax and add bones, skins and motions. I knew the copyright may cause many troubles, but she is too cute... Till now I already finished the ninth animations.
You good guys must help me to stop this. The demon got my soul...
The hair and underdress are bones with IKs. Physics will fail if players have turned it off in settings and the ribbons are hard to simulate such complex meshes. So I used my old method.
I used the m3a files to add the motions. It is really convenient. You may like this: I finished all these animations in less than five hours.
0.0 I saw zolden replyed your request and that was quick~
You need the displacement material to create the glass/liquid like effects (which zolden already said). And maybe keep the tank half empty could be more like a real liquid since the player can see the surface.
@Kailniris2: Go
Well, I still have not found the way to create the worm hole effect, I couldn't separate the textures of the particles in that video. So I made this as a practice...
@Delphinium1987: Go
maybe a teleport exit gate could be. may be cone shaped?
Another test, tried to simulate the galaxy.
@Zolden: Go
Sorry for the missunderstanding, I also failed on equally divide the beam. The IK in Star tools is too simple and hard to use...Is there any other way that a bone‘s motion can be controled halfly by another bone in SC2?
But I saw somebody solve it in the Galaxy Editor before. Since it is not depend on the models, I wonder to know if you are interesting in that.
@Delphinium1987: Go
better and better!!!
@Delphinium1987: Go
Awesome! Looking forward to seeing this done as on the youtube video posted on the previous page! Now besides the effect, one would need also a suitable trigger system to do it exactly in that video. Which movie was this from btw?
Wow, you should release that. Looks almost exactly like the Recall in Brood War.
@zorbotron: Go
I have not finished the motion controls yet, so now it still only a "Stand" animation alone. I will upload them soon.
@Delphinium1987: Go
A bone can control another bone via position constraint. I've tried to add 2 position constraints to a bone, so it would always be between 2 other bones. And It worked for a normal model.
Tried to do the same with the beam and attachment. Used 2 position constraints, one to the Attacher bone, and another one - to the second part of the beam emitter. And in max the attachment positioned as expected, always been between 2 parts of the beam. But in game it seemd to only be attached to the attacher bone, without any reaction to the position of the second beam tip. So, I'm curious, is there another name for a bone (like Attacher), which would work with the second tip of the beam, and which could be used as the target for second position constraint.
@Zolden: Go
The Star tools bake most constraints and IK motions to PTR movements, so that why they can not work well in these models which contain some "SC2 engine-dependent bones".
I thought that the "IK leg" in behavior editor may be helpful to solve this. Since it the only way I know that can control multiple bones at once in game. But at last I still failed.
The attachments.
A character model test, Totooria Helmold. The origin model came from the same name PS3 game, one of my friend exported it. The model is so beautiful that I could not stop to import into 3dsmax and add bones, skins and motions. I knew the copyright may cause many troubles, but she is too cute... Till now I already finished the ninth animations.
You good guys must help me to stop this. The demon got my soul...
@Delphinium1987: Go
Looking good! Using ribbons for skirt/hair? Or physics?
@Zolden: Go
The hair and underdress are bones with IKs. Physics will fail if players have turned it off in settings and the ribbons are hard to simulate such complex meshes. So I used my old method.
I used the m3a files to add the motions. It is really convenient. You may like this: I finished all these animations in less than five hours.
A weapon-chancing Display. I used many GL-motions to achieve this.
Someone knows how to make glass material? I will always be team color. ok I've found a solution.
@Kailniris2: Go
0.0 I saw zolden replyed your request and that was quick~ You need the displacement material to create the glass/liquid like effects (which zolden already said). And maybe keep the tank half empty could be more like a real liquid since the player can see the surface.
So is there an effect like the hyperspace on the previous page? Close to or exactly like it?
@Eimtr: Go
I will try later. These days I got a lot of work to do and my partner asked me for several new models, some of them are really hard.
very cool