Yes, others have done really well with making animations for new models aswell as default models. I am still working on exporting them right but it's not that hard just hard to understand 3dsmax.
Besides an .m3a would only be useful if you wanted to add new animations to a model without having it lose information when you use the current M3 export plug in.
If you're making a custom model, and know 3ds max, and know how to animate, it'd be best to just animate said model instead of making some obscure .m3a file which we know nothing about except for the little I've discovered.
But anyway, short answer, yes, you can animate your model in 3ds max, your custom model and have those animations in the game. You just have to add the model animation sequences with the M3 sequences plug in. It's not at all hard, the real deal would be actually animating it in 3dsmax.
Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p
Has anybody succeeded in making new animations work for new, custom models?
Yes, others have done really well with making animations for new models aswell as default models. I am still working on exporting them right but it's not that hard just hard to understand 3dsmax.
@GhostNova91: Go
lol I have the opposite problem : P 3sdmax is easy, setting up actors from scary to make my animations work gives me a giant headache.
well at least you can import them as a .m3a file.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
You keep saying that despite the fact there is no way to create .m3a's
@Triceron: Go
lol, I was going to say the same thing.
Besides an .m3a would only be useful if you wanted to add new animations to a model without having it lose information when you use the current M3 export plug in.
If you're making a custom model, and know 3ds max, and know how to animate, it'd be best to just animate said model instead of making some obscure .m3a file which we know nothing about except for the little I've discovered.
But anyway, short answer, yes, you can animate your model in 3ds max, your custom model and have those animations in the game. You just have to add the model animation sequences with the M3 sequences plug in. It's not at all hard, the real deal would be actually animating it in 3dsmax.
@ChoiYongkun: Go
Yes, I've made a custom model that I've animated myself, (banged my head on the wall a couple of times while doing it though).
(http://www.sc2mapster.com/assets/witch-doctor/)
Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p
So just make it animated, and in the Galaxy Editor, you have to specify through actors which part of the animation is used for what?
So there is no possibility to export a skeleton and use it on multiple models?
@ChoiYongkun: Go
Not with the tools available right now. The best thing you could do to reuse your skeleton is to rebind a new mesh and export individually.