Is there a way I can attach a model or effect to the Head of a unit, when the custom model for that unit has no attachment points. By attach I mean, always stay on his head no matter if the unit will move or turn.
If you had a dragon that you wanted to have 4 animations: standing on his feet on the ground, walking using his legs on the ground, flying in the air with swinging his wings like Walk/fly in the air and Standing in the air also with swinging with the wings, what animation names should be used in 3ds max?
I thought in sc2 like in war3 an alternative form of standing like standing in the air would be Stand Morph or flying would be Walk Morph but in SC2 the viking for example uses a separate model for its ground form and air form so it doesnt have to worry about other than Stand and Walk animation names.
Now when I want to apply this all to one model, what animation names are needed to work properly?
I would suggest importing a few units from the game. The Ghost has a fairly extensive number of generic animations. You can find examples of morphing air animations from the Viking too, though the method involves some data work as well (flying Viking is technically different from ground viking).
Generally the naming goes as such
Stand, Stand 01, Stand 02 (numbers must use two digits to be recognized by the engine)
I was asking to make sure say if I have an animation for standing on the ground and I call it 'Stand' then I call a stand animation flying 'Stand 01' it will not switch between the two animations when the first one is supposed to be played only for the ground form, the other one only for after morphing, same for the walk on the ground and air. But ok thanks I will see if such problem occurs.
Generally you want to use a different animation name for different animations. In this case, stand in the air is a different animation from 'Stand'. But this is very arguable in method because the example of a unit that has a ground and air mode is done by creating two separate units. There is an air Viking, and a ground Viking, and both have unique animation sets which is how it works. Similarly, the Siege Tank doesn't just have 'Siege Mode' animations, the Siege Mode is a different unit altogether.
I don't know if your end goal is to have the dragon act like an air unit when in the air, or if you just want a 'Stand' animation variation that looks like it's in the air (but the unit is still grounded), but I would suggest figuring that out before you start making animations.
I've seen "Gather" and "Build" animations mentioned in SCV's actor. So, I've called my animations "Gather" and "Build". But when I have imported the model and set it instead of SCV model, it was playing Stand animation during building/gathering instead of build/gather.
So, if there another names for these animations?
UPD: Well, I've managed to play these animations manually, using AnimBracketStart action, so names "Gather" and "Build" seems proper. Dunno, why doesn't standart SCV actor play them.
Is there a way I can attach a model or effect to the Head of a unit, when the custom model for that unit has no attachment points. By attach I mean, always stay on his head no matter if the unit will move or turn.
No
Ok I see, one more question.
If you had a dragon that you wanted to have 4 animations: standing on his feet on the ground, walking using his legs on the ground, flying in the air with swinging his wings like Walk/fly in the air and Standing in the air also with swinging with the wings, what animation names should be used in 3ds max?
I thought in sc2 like in war3 an alternative form of standing like standing in the air would be Stand Morph or flying would be Walk Morph but in SC2 the viking for example uses a separate model for its ground form and air form so it doesnt have to worry about other than Stand and Walk animation names.
Now when I want to apply this all to one model, what animation names are needed to work properly?
@Eimtr: Go
I would suggest importing a few units from the game. The Ghost has a fairly extensive number of generic animations. You can find examples of morphing air animations from the Viking too, though the method involves some data work as well (flying Viking is technically different from ground viking).
Generally the naming goes as such
Stand, Stand 01, Stand 02 (numbers must use two digits to be recognized by the engine)
Walk, Attack, Fidget, Death
Spell, Spell A, Spell B, Spell C
I was asking to make sure say if I have an animation for standing on the ground and I call it 'Stand' then I call a stand animation flying 'Stand 01' it will not switch between the two animations when the first one is supposed to be played only for the ground form, the other one only for after morphing, same for the walk on the ground and air. But ok thanks I will see if such problem occurs.
Generally you want to use a different animation name for different animations. In this case, stand in the air is a different animation from 'Stand'. But this is very arguable in method because the example of a unit that has a ground and air mode is done by creating two separate units. There is an air Viking, and a ground Viking, and both have unique animation sets which is how it works. Similarly, the Siege Tank doesn't just have 'Siege Mode' animations, the Siege Mode is a different unit altogether.
I don't know if your end goal is to have the dragon act like an air unit when in the air, or if you just want a 'Stand' animation variation that looks like it's in the air (but the unit is still grounded), but I would suggest figuring that out before you start making animations.
Check the terran buildings that can lift off. There you will find all the anim names you need.
Guys, what about gather and build animations?
I've seen "Gather" and "Build" animations mentioned in SCV's actor. So, I've called my animations "Gather" and "Build". But when I have imported the model and set it instead of SCV model, it was playing Stand animation during building/gathering instead of build/gather.
So, if there another names for these animations?
UPD: Well, I've managed to play these animations manually, using AnimBracketStart action, so names "Gather" and "Build" seems proper. Dunno, why doesn't standart SCV actor play them.
Use this handy list of animation names. These are the only names sc2 will use (I think).