I have just imported a model to replace the zealot model, so I went into the zealot actor and changed the model. Now I cannot select the units with mouse drag select. Also, the whole animation is playing while standing( it should stand motionless). I want the unit to slide on its stomach. So movement start play frames 1-2, movement stop play frames 2-3. Is there anyway I can accomplish all of this?
@penguinwars: Go Drag selection doesn't work for models that lack collision spheres. This is usually the case for older custom models and most doodad models.
I assume you have imported your own model? As for the animation you need to reassign current Stand animation to Walk. So it will be played while unit walks. For the Stand animation just create an empty frame, then unit will be motionless while standing.
It is correct. But more than that needs to be done to make animation recognizable for SC2.
M3 format stores animations in named groups. Like Birth, Stand, Walk etc.
In 3dsmax you have all the animations on single timeline. Thus you need to assign keyframes to groups in the exporter options.
For example:
Stand = Frame 1 -> Frame 1
Walk = Frame 10 -> 20
This way SC2 will known which frames to play for standing, walking etc.
It is all explained in Blizz Art Tools documenation.
It must. If no animations were defined while exporting, then Art Tools binds the existing animation to Stand by default. That's why your animation is played while unit stands. The best apporach is to re-export the model and assign animations properly.
Although there might exist a hacky solution via data. Like swap the actor baseline animation from Walk to Stand and Stand to None. Or use the actor events with msg UnitMovementUpdate to manually start the animation while unit moves. Then pause it once unit stopes etc.
But i just tried the above and couldn't exactly make it work.. so again i would rather advice you to re-export the model with animations properly assigned.
@penguinwars: Go They can be in a separate .m3a or in the .m3 model itself. I don't know if the model must have a walk animation in order to have Walk Start and Walk End working.
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I have just imported a model to replace the zealot model, so I went into the zealot actor and changed the model. Now I cannot select the units with mouse drag select. Also, the whole animation is playing while standing( it should stand motionless). I want the unit to slide on its stomach. So movement start play frames 1-2, movement stop play frames 2-3. Is there anyway I can accomplish all of this?
I don't really know anything about this at the moment, but I remember reading this thread.
http://www.sc2mapster.com/forums/development/artist-tavern/39949-how-to-prevent-imported-models-not-being-selectable/#p6
@penguinwars: Go Drag selection doesn't work for models that lack collision spheres. This is usually the case for older custom models and most doodad models.
I assume you have imported your own model? As for the animation you need to reassign current Stand animation to Walk. So it will be played while unit walks. For the Stand animation just create an empty frame, then unit will be motionless while standing.
@SomeoneTookMyNameTT: Go
Currently all the animations are stored in the same file. Isn't that how it should be done?
It is correct. But more than that needs to be done to make animation recognizable for SC2.
M3 format stores animations in named groups. Like Birth, Stand, Walk etc. In 3dsmax you have all the animations on single timeline. Thus you need to assign keyframes to groups in the exporter options.
For example:
Stand = Frame 1 -> Frame 1
Walk = Frame 10 -> 20
This way SC2 will known which frames to play for standing, walking etc.
It is all explained in Blizz Art Tools documenation.
@SomeoneTookMyNameTT: Go
It has no animation for walking or standing. I want it to play an animation when it starts and stops walking but nothing more.
@penguinwars: Go
It must. If no animations were defined while exporting, then Art Tools binds the existing animation to Stand by default. That's why your animation is played while unit stands. The best apporach is to re-export the model and assign animations properly.
Although there might exist a hacky solution via data. Like swap the actor baseline animation from Walk to Stand and Stand to None. Or use the actor events with msg UnitMovementUpdate to manually start the animation while unit moves. Then pause it once unit stopes etc.
But i just tried the above and couldn't exactly make it work.. so again i would rather advice you to re-export the model with animations properly assigned.
What if I reexported and had stand animation blank, how would I get it to play certain frames on movement start and movement stop? Actor events?
@penguinwars: Go Export the model and set the desired animations to Walk Start and Walk End.
@SoulFilcher: Go
Do they have to be in the form of a .m3a? Or can I just play certain frames for walk start and walk end?( there is NO walking animation )
@penguinwars: Go They can be in a separate .m3a or in the .m3 model itself. I don't know if the model must have a walk animation in order to have Walk Start and Walk End working.