you can import the animation the same way you imported the model iirc, you just import it over the top.
problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
You mean remove them from the BSDSkinModifier or whatever it's called??
I've been told to delete or flatten that in order for the model to work in the editor....
Guess imma open a brand new file with Alduin, lol.
Or, what would be simpler, I would appreciate if you just gave me your dragon .max file so I can study it and transfer the appropriate settings to Alduin =).
Ah, thanks for the pic, will edit that out when I come home.
Also, a question, I see you're using the alduin_lod texture, I use the regular one, and it acts strange in the editor, the lighting changes when you spin the camera are crazy, might it be beacuse I'm not using the "lod" one?
Yea, while doing it myself it seems that clicking the "skin" modifier darkens the textures. But anyways, I know I'm starting to be a pain here with all the questions :P, but how do I assign the toes to the foot bone, now that I deleted the toe bones (yay, no more giant deformed toes sticking out into the camera :>)?
But can't I just adjust the envelope so the foot bone weight affects the toe bones too? But the "abs." property and the options below in that box are disabled... can't use them for some reason, why is this?
NO tutorial I looked in doesn't solve my problem, they all talk about rigging a WHOLE mesh to bones, not just a part of it. One mentioned something about linking bones, but I could not find this in my 3DS Max (he had some older version).
I posted the problem at Skyrim Nexus, Bethesda's modding forum (I didn't, of course mention SC >.>), still nothing.
Anytime you will release the 2nd dragon map? Maybe all the types? "Dragon" Blood Dragon" Frost Dragon" Elder Dragon" "Ancient Dragon" and "Alduin"
It would be nice to have to mess around, I don't think I will publish such a thing, for I fear the map will be removed because blizzard doesn't want to be sued, by Bethesda...
But I would love to play around with this, pwetty pwease?
Anytime you will release the 2nd dragon map? Maybe all the types? "Dragon" Blood Dragon" Frost Dragon" Elder Dragon" "Ancient Dragon" and "Alduin"
It would be nice to have to mess around, I don't think I will publish such a thing, for I fear the map will be removed because blizzard doesn't want to be sued, by Bethesda...
But I would love to play around with this, pwetty pwease?
Sopa din't pass. I'm sure they will be tolerant ;)
I have some possibly good news :D. Skyrim's Creation Kit (aka it's map editor, lawl) will come out tomorrow , and I think this is going to make our goal much easier if it has it's own export tools =), so we don't have to mix what's needed from the raw files inside max. I really do hope this will just be an export > convert in Max > import to SC2 process.
you can import the animation the same way you imported the model iirc, you just import it over the top. problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.
Will attempt on doing the first half, doesn't seem THAT tricky, tho the keyframing process..... >.>.
SO true, sc2 made me realize why I cared about warcraft much more than starcraft all of these years.
So I imported the model without the toe bones that go wild on the map, just to check, and the previewer doesn't show the model without them.
I can't believe this >.>.
Also, "whatever 3ds max saves animations as", what format did you save them in?
xaf is the animation format.
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
You mean remove them from the BSDSkinModifier or whatever it's called??
I've been told to delete or flatten that in order for the model to work in the editor....
Guess imma open a brand new file with Alduin, lol.
Or, what would be simpler, I would appreciate if you just gave me your dragon .max file so I can study it and transfer the appropriate settings to Alduin =).
Any chance of sharing that? I have a single player map I play privately with friends.
A kind of card game, we've always wanted a dragon card.
im not ready to share it right now. i havn't decided if i want to make something out of it yet.
Ah, thanks for the pic, will edit that out when I come home.
Also, a question, I see you're using the alduin_lod texture, I use the regular one, and it acts strange in the editor, the lighting changes when you spin the camera are crazy, might it be beacuse I'm not using the "lod" one?
It would be cool if Blizzard would decide to do a 'Wyrmling'. A dragon-like zerg that breathes fire :D or spew acid.
that would cure a chunk of my warcraft cravings.
pretty sure im not using the lod model. it just looks that way in 3dsmax because of whatever setting controls the preview quality.
Yea, while doing it myself it seems that clicking the "skin" modifier darkens the textures. But anyways, I know I'm starting to be a pain here with all the questions :P, but how do I assign the toes to the foot bone, now that I deleted the toe bones (yay, no more giant deformed toes sticking out into the camera :>)?
look up a tutorial about skinning bones to a mesh :P i dont have that much time right now lol
Ok :P
But can't I just adjust the envelope so the foot bone weight affects the toe bones too? But the "abs." property and the options below in that box are disabled... can't use them for some reason, why is this?
NO tutorial I looked in doesn't solve my problem, they all talk about rigging a WHOLE mesh to bones, not just a part of it. One mentioned something about linking bones, but I could not find this in my 3DS Max (he had some older version).
I posted the problem at Skyrim Nexus, Bethesda's modding forum (I didn't, of course mention SC >.>), still nothing.
Anytime you will release the 2nd dragon map? Maybe all the types? "Dragon" Blood Dragon" Frost Dragon" Elder Dragon" "Ancient Dragon" and "Alduin"
It would be nice to have to mess around, I don't think I will publish such a thing, for I fear the map will be removed because blizzard doesn't want to be sued, by Bethesda...
But I would love to play around with this, pwetty pwease?
And why must YOU have all the fun?
Please... Think of the mapsters...
Sopa din't pass. I'm sure they will be tolerant ;)
Well, as he stated, he yet has to see if he will do anything with it.
I would also appreciate it VERY much, because this bone situation seems non-exitable... + everything that comes after it >.>
My map containing Alduin's model will be private, anyways.
I have some possibly good news :D. Skyrim's Creation Kit (aka it's map editor, lawl) will come out tomorrow , and I think this is going to make our goal much easier if it has it's own export tools =), so we don't have to mix what's needed from the raw files inside max. I really do hope this will just be an export > convert in Max > import to SC2 process.