Anyone else having this issue? Basically, for Karax and Tassadar, when their animations start playing, they explode and all of their bones go zipping around basically at infinity. For Zeratul only the bone that controls the tip of his veil goes to infinity the rest of him is fine. Anyone know a fix?
I tried karax in 3ds max 2011 and it seems to be his animations in max that has issues I haven't tried to export him back into the game and I noticed some of the uvmaps are to big and stretched out over multiple tile of the textures on dome models like artanis using the latest importer from your page and I use the art tools as well if that could be a problem as well
I tried Karax, Zeratul, and Tassadar. Karax being from LOTV release, Zeratul and Tassadar from Liberty. I have MAX 2011 and have Art Tools installed and am using Version 2.1 of your script importer. I didn't try removing GL_xx animations, because I don't know how. Also as herdal8 mentioned, a few models UV coordinates are stretched really far out. So far, Karax, Artanis, Fenix, and Alarak are the ones I have noticed.
The uv maps are a known issue and will not be addressed as a priority, the uv unwrap modifier on the editable mesh in max can be used to correct this problem.
Zeratul is in the Examples from the ArtTools, so that should not be a problem
Script 2.1 is indeed the latest public release
Please read the documentation from Blizzard's Art Tools before doing anything further, at least you would know how to add/remove animations.
Anyone else having this issue? Basically, for Karax and Tassadar, when their animations start playing, they explode and all of their bones go zipping around basically at infinity. For Zeratul only the bone that controls the tip of his veil goes to infinity the rest of him is fine. Anyone know a fix?
Please provide some explicit information.
Models from LotV, beta or release ? Model is MX version or in game ? Which script did you use ? What Max Version did you use ?
Did you try to remove the GL_xx animations from the list?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I tried karax in 3ds max 2011 and it seems to be his animations in max that has issues I haven't tried to export him back into the game and I noticed some of the uvmaps are to big and stretched out over multiple tile of the textures on dome models like artanis using the latest importer from your page and I use the art tools as well if that could be a problem as well
I tried Karax, Zeratul, and Tassadar. Karax being from LOTV release, Zeratul and Tassadar from Liberty. I have MAX 2011 and have Art Tools installed and am using Version 2.1 of your script importer. I didn't try removing GL_xx animations, because I don't know how. Also as herdal8 mentioned, a few models UV coordinates are stretched really far out. So far, Karax, Artanis, Fenix, and Alarak are the ones I have noticed.
The uv maps are a known issue and will not be addressed as a priority, the uv unwrap modifier on the editable mesh in max can be used to correct this problem.
Zeratul is in the Examples from the ArtTools, so that should not be a problem
Script 2.1 is indeed the latest public release
Please read the documentation from Blizzard's Art Tools before doing anything further, at least you would know how to add/remove animations.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Its not due to the global loop animations and it's the in game models I haven't tried the story mode models