Not that the wow model of diablo has any attack animations or anything.
Not to mention its chibby cartoon proportions compared to the sc2 one.... While your at it why dont you "simply" take the rig from a boar in wow and change its rig into a completely different rig .Like saaaaay ... a Diablo one "Simple" : )
Actually the diablo model from WoW is fully animated with attack animations and everything, it's obviously skinned over the top of the original Dreadlord bones if you look at the model in the WoW model viewer. You can tell the Starcraft 2 model uses the same animations and virtually the same geometry, its just been made larger than its WoW version and some fancy particle effects added. The chibby cartoon proportions have no impact on the way the animations work :P. They did the same thing with the Marine Murloc, it's pretty much a direct port of the WoW version. Why they converted the Diablo model without the walk and attack animations is a bit puzzling.
It's completely possible to take the diablo/dreadlord animations from the WoW model and put them into the SC model to give it walk/attack animations. However at the moment I'm not sure the tools exist. The diablo model also uses some particle effects and unusual material settings that will be lost on import into 3ds Max. However it is possible to do if the proper tools were developed. If I were to code a tool to achieve the effect, I would design something like an animation injecter that injects animations into a model while leaving the rest of its settings as they are. This way you can keep the fancy materials and particle effects and gain the animations.
I may be able to make him work, using Stand2 as a casting animation, make him a stationary target for a boss battle.. :3
Still sucks though, definitely.
I've been wondering the same thing. All I know is that they indeed contain animation information for models.
Somebody should upload civilian femal .m3a and .m3 for me to study them ;o plus any other model with animations would be awesome.
Thanks. And nope, not in my laptop and right now in the middle of finals I'm far too busy to actually turn on the desktop, going through the hassle of exporting out from the editor and such.
From what I can tell the .m3a are really just renamed M3 files. they even have almost the same header information. To kinda futher "confirm" this the current importer errors when trying to import the models you sent. So I went ahead and told it to only import mesh and texture info and it went smooth. Then I imported an .m3a with all the options checked and it basically didn't have any geometry, it didn't ask for missing textures (thing that theprevious mesh did) and such.
So .m3a seem to really be just bones and animation information for said model. Though I have no idea how the models "know" which m3a file get such information from. I'd say they have to most likely have that information within themselves and not just "automatically" load, but I'd have to look into it deeper with a hex editor or something. Plus I really want to see if the .m3a really has no geometry information and that said .m3 you sent me really had no bone info (can be checked with a hex editor as well)
I'll get back on this later or maybe tomorrow ;o but for now it really just seems that geometry is in the .m3 and bones/animations in the .m3a and m3a seeming to be just a renamed .m3 file.
As a side note I'd like to say that the bones didn't really match the first model correctly so I got weird results in max :P
Right now you'd really help this development if you sent the diablo model we're talking about and the WC one with animations to see if I can get a fit on the animations and try making our .m3a for the non animated diablo model.
EDIT: also a regular model would help, for comparisson. Could be any, maybe a stalker or some simple unit which is not marine.
EDIT2: seems like the models do contain bone information but not animated bones. The impoter is just messing up when importing the bones for some reason, coincidentally the error the impoter gives is a COUNT error and coincidentally the .m3 has 22 bones and the .m3a has 23 ;o still trying to find somewhere the .m3 points to the .m3a
This bonus unit is great...but it doesn't have any animations really. I'm looking for someone to add a walk and spell (for build) animation to him.
Assets\Units\Zerg\SpaceDiablo\SpaceDiablo.m3
Yea it's too bad. The model has even has attach points, but with no animations, it makes a fairly poor unit.
Simply use the animations from the WoW Model.
No idea what to do with that information.
@Karawasa: Go
lol wut to Crainy
Not that the wow model of diablo has any attack animations or anything. Not to mention its chibby cartoon proportions compared to the sc2 one.... While your at it why dont you "simply" take the rig from a boar in wow and change its rig into a completely different rig .Like saaaaay ... a Diablo one "Simple" : )
I support this. Great model, it's a shame blizz didn't include any animations for it.
@rustychops: Go
Actually the diablo model from WoW is fully animated with attack animations and everything, it's obviously skinned over the top of the original Dreadlord bones if you look at the model in the WoW model viewer. You can tell the Starcraft 2 model uses the same animations and virtually the same geometry, its just been made larger than its WoW version and some fancy particle effects added. The chibby cartoon proportions have no impact on the way the animations work :P. They did the same thing with the Marine Murloc, it's pretty much a direct port of the WoW version. Why they converted the Diablo model without the walk and attack animations is a bit puzzling.
It's completely possible to take the diablo/dreadlord animations from the WoW model and put them into the SC model to give it walk/attack animations. However at the moment I'm not sure the tools exist. The diablo model also uses some particle effects and unusual material settings that will be lost on import into 3ds Max. However it is possible to do if the proper tools were developed. If I were to code a tool to achieve the effect, I would design something like an animation injecter that injects animations into a model while leaving the rest of its settings as they are. This way you can keep the fancy materials and particle effects and gain the animations.
I may be able to make him work, using Stand2 as a casting animation, make him a stationary target for a boss battle.. :3
Still sucks though, definitely.
Bump!
/bump
Awesome unit needs awesome animations.
@KerenskyLI: Go
..I may look into this. No promises.
Edit: Not happening if you want particle effects. Else just go port the WoW model now that we have a request thread.
Still just need a walk animation...I guess the spell/build is covered by one of the stand animations (so that ought to be super easy)!
almost 1 year push!^^ is nobody willing to do this? and is it still not possible to get the wow skeleton and the shiny sc2 model combined?
@b0ne123: Go
Would be sweet if someone could do this.
yup just make a .m3a file for it.
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
m3Animation? sounds easy, somebody do it :D
How do you create .m3a's?
I've been wondering the same thing. All I know is that they indeed contain animation information for models. Somebody should upload civilian femal .m3a and .m3 for me to study them ;o plus any other model with animations would be awesome.
don't you have starcraft?^^
edit: here is every file from the female colonist
@b0ne123: Go
Thanks. And nope, not in my laptop and right now in the middle of finals I'm far too busy to actually turn on the desktop, going through the hassle of exporting out from the editor and such.
From what I can tell the .m3a are really just renamed M3 files. they even have almost the same header information. To kinda futher "confirm" this the current importer errors when trying to import the models you sent. So I went ahead and told it to only import mesh and texture info and it went smooth. Then I imported an .m3a with all the options checked and it basically didn't have any geometry, it didn't ask for missing textures (thing that theprevious mesh did) and such.
So .m3a seem to really be just bones and animation information for said model. Though I have no idea how the models "know" which m3a file get such information from. I'd say they have to most likely have that information within themselves and not just "automatically" load, but I'd have to look into it deeper with a hex editor or something. Plus I really want to see if the .m3a really has no geometry information and that said .m3 you sent me really had no bone info (can be checked with a hex editor as well)
I'll get back on this later or maybe tomorrow ;o but for now it really just seems that geometry is in the .m3 and bones/animations in the .m3a and m3a seeming to be just a renamed .m3 file.
As a side note I'd like to say that the bones didn't really match the first model correctly so I got weird results in max :P
Right now you'd really help this development if you sent the diablo model we're talking about and the WC one with animations to see if I can get a fit on the animations and try making our .m3a for the non animated diablo model.
EDIT: also a regular model would help, for comparisson. Could be any, maybe a stalker or some simple unit which is not marine.
EDIT2: seems like the models do contain bone information but not animated bones. The impoter is just messing up when importing the bones for some reason, coincidentally the error the impoter gives is a COUNT error and coincidentally the .m3 has 22 bones and the .m3a has 23 ;o still trying to find somewhere the .m3 points to the .m3a