Preface: I know nothing about models and animations but I am asking because I am actively researching a professional to hire for some specific work to be used on this engine.
In planning out new units for this engine I have some questions about the models. Can 1 unit contain several separate models? i.e. If I have a Mech made can the torso be one model and the legs be a separate model attached via a turret? That way multiple animations can run at the same time and the torso can rotate 360 degrees on top of the legs as well as doing separate animations as the legs so you can walk/run/jump while rotating, shooting, or taking damage on the torso?
I have the same question toward attaching different arms and their attachment to the torso?
Can a modeler create a missile that has a contrail/or smoke “puff” that appears behind the missile as it flies and the contrail/smoke “puff” linger long after the missile leaves that area of space? I ask this because I have seen a contrail/streamer for the special drop ship that lingers after the drop ship so I am trying to understand how “models” and “animations “ work with the map. Or to accomplish this will the smoke need to be its own model and persistently spawned behind the missile as it flies?
What tools would someone need to be proficient in to do models with animations for this engine? And would they need to know how to import those units or is that something I, with no experience, can do if the models are in the correct format?
For your first question look at the Leviathan from the campaign that has 5 models just for the unit excluding missiles blood and impact models. As for combining random models together I have been working on that without much luck but for what you want that can easily be fixed by attaching both halves to a model with a TurrtZ attachment and giving it 0 opacity. In theory yes they could do seperate animations if you could stop the turret falling off.
For a smoke stream you just need to take one of the fire models and use SOps to set it behind the missile as they are particle emmitters. It will need to be created as an attachment of the missile but one created they generate their own smoke.
So far all you want can be done with data and triggers. Though the setting turret rotation causes them to fall off needing set position actor events/triggers to correct this. If you want to create new models 3DMAX is the standard tool for SC2. Adding animations is in the .m3a format not sure about whole models.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Preface: I know nothing about models and animations but I am asking because I am actively researching a professional to hire for some specific work to be used on this engine.
In planning out new units for this engine I have some questions about the models. Can 1 unit contain several separate models? i.e. If I have a Mech made can the torso be one model and the legs be a separate model attached via a turret? That way multiple animations can run at the same time and the torso can rotate 360 degrees on top of the legs as well as doing separate animations as the legs so you can walk/run/jump while rotating, shooting, or taking damage on the torso?
I have the same question toward attaching different arms and their attachment to the torso?
Can a modeler create a missile that has a contrail/or smoke “puff” that appears behind the missile as it flies and the contrail/smoke “puff” linger long after the missile leaves that area of space? I ask this because I have seen a contrail/streamer for the special drop ship that lingers after the drop ship so I am trying to understand how “models” and “animations “ work with the map. Or to accomplish this will the smoke need to be its own model and persistently spawned behind the missile as it flies?
What tools would someone need to be proficient in to do models with animations for this engine? And would they need to know how to import those units or is that something I, with no experience, can do if the models are in the correct format?
For your first question look at the Leviathan from the campaign that has 5 models just for the unit excluding missiles blood and impact models. As for combining random models together I have been working on that without much luck but for what you want that can easily be fixed by attaching both halves to a model with a TurrtZ attachment and giving it 0 opacity. In theory yes they could do seperate animations if you could stop the turret falling off.
For a smoke stream you just need to take one of the fire models and use SOps to set it behind the missile as they are particle emmitters. It will need to be created as an attachment of the missile but one created they generate their own smoke.
So far all you want can be done with data and triggers. Though the setting turret rotation causes them to fall off needing set position actor events/triggers to correct this. If you want to create new models 3DMAX is the standard tool for SC2. Adding animations is in the .m3a format not sure about whole models.
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