Got it. I'm looking into the sample files that comes with the tools, and start from there. I'll be posting a new thread maybe that contains all inquiries as soon as I'm through.
Maybe this way better.
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
That's what I've been having in mind for unloading, this would be so useful to unload units, especially for spy maps, much better than drop from the air, nothing happens. Is it made to stretch to the ground based on length? like if you have the chopper at 10 height or 3 height, can the rope still stretch close to ground?
Quote:
Lovely, some special hero heal. Unique too.
Quote:
Nice beer, love the bubbles coming on top in this hot weather.
Quote:
I have rockets ammo item and I realized there is no rocket launcher weapon, you made it!
Quote:
This way Dune 2 units can be made (although I prefer their preview image for models more than the actual few color units)
Here are some test for one of my old technology (animation transformation).
As someone who finds it too complex and always with errors to animate in Max, I would sure love to see Animation Transfer so that one can use an existing animation to any imported model in Max. Ive tried a custom model with Ghost animation positioning the bones inside the mesh without breaking the links and yet the Animation is horribly wrong. Not to say I wanted to use Civilian animation to an imported custom model but the Civilian uses M3A and Im not sure how to even bring a READY civilian animation to 3ds.
Hi, Delphinium. What's your advice on particles, importing models, and previewing them?
I'm having a problem with previewing particles, and imported models. They are not being displayed in the cutscene editor when previewing, but will show when importing it into the map.
I tried changing the texture file name, reassigning it, and preview again. It works sometimes. Sometimes it doesn't work.
What is your way in creating particles to ensure you can view them when previewing?
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hi GnaReffotsirk, there is a very old video tutorial about how to use sc2 art tool particles, and I will make some more tutorials about skills and details next week.
I will make a tutorial about that tonight since plenty guys curious about animation transfer. It's a conjuring rather than a skill, you will see it's even more easier than you think~
I just finished the tutorial of Animation Transfer, when you get the idea you can add animations to your characters very quickly, a lot of time could be saved.
But I still must point out that this solution is just "a magic trick", it's could be powerful but also could encumber your progress on animation. We modders should be willing to use all the assets Blizzard brings us, as well as the new and original assets we created with our hands. And we are willing to share them with each other freely. So let's make our community be a family too, share our skills and ideas.
You can find the tutorial here.
The script in that video is in the attachment.
@Delphinium1987: Go
But I have problems with the height of the model in some animations and also below the waist that does not stop moving in a circle.
Congratulations~ I am glad that you already got the point, although there are still some but in my opinion it doesn't looks like that you use this method in a wrong way. Some other reasons caused the detail errors.
Please send me your max files so that I can check these dismatches.
HI zolden,
It's easier than you think, I only spend about a hour on that, the particles in this mode come from my particle assets, which are designed to fit plenty of FX scenes. So it's no need to remake the explosion every time.
The excavator comes from Blizzard models, I just don't know what to do today, so I made this model ready to be a unit/vehicle.
for me the transfer doesnt work :C Have no idea how to use the script...when i merge all bones, cant move with them because everything is linked...using max 2011...hard life.
I should use real hawkstrider as the mount some day.
I am working on a space station scene, there will be some vacuum area and the player needs to refill their Oxygen, so I made a small O2 station. I have made some mistake on this model so it looks not good enough, still need time to fix it.
Finally the weekend is coming, more time for mapping now~
Best wishes from China.
ATTACHMENTS
QQ20160708230829.gif
QQ20160708230550.gif
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Got it. I'm looking into the sample files that comes with the tools, and start from there. I'll be posting a new thread maybe that contains all inquiries as soon as I'm through.
Maybe this way better.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I am going to present some Russian spirit to Zolden for his great help to me. Anyone has good ideas about that?
Today I have finished two new models, both of them are simple.
I also want to share a new minimap solution from Nanakey, I made the model but she did the hardest part.
Finished several new models (Countdown UI asset and Drone defense field.)
Holy shit. That drone defense field is gorgeous.
^ This is amazing trigonometric field there!
That's what I've been having in mind for unloading, this would be so useful to unload units, especially for spy maps, much better than drop from the air, nothing happens. Is it made to stretch to the ground based on length? like if you have the chopper at 10 height or 3 height, can the rope still stretch close to ground?
Lovely, some special hero heal. Unique too.
Nice beer, love the bubbles coming on top in this hot weather.
I have rockets ammo item and I realized there is no rocket launcher weapon, you made it!
This way Dune 2 units can be made (although I prefer their preview image for models more than the actual few color units)
As someone who finds it too complex and always with errors to animate in Max, I would sure love to see Animation Transfer so that one can use an existing animation to any imported model in Max. Ive tried a custom model with Ghost animation positioning the bones inside the mesh without breaking the links and yet the Animation is horribly wrong. Not to say I wanted to use Civilian animation to an imported custom model but the Civilian uses M3A and Im not sure how to even bring a READY civilian animation to 3ds.
Hi, Delphinium. What's your advice on particles, importing models, and previewing them?
I'm having a problem with previewing particles, and imported models. They are not being displayed in the cutscene editor when previewing, but will show when importing it into the map.
I tried changing the texture file name, reassigning it, and preview again. It works sometimes. Sometimes it doesn't work.
What is your way in creating particles to ensure you can view them when previewing?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Hi GnaReffotsirk, there is a very old video tutorial about how to use sc2 art tool particles, and I will make some more tutorials about skills and details next week.
@ImpctR: Go
I will make a tutorial about that tonight since plenty guys curious about animation transfer. It's a conjuring rather than a skill, you will see it's even more easier than you think~
I still want to know how to make moving background like has void thrasher inside the void hole.
@ImpctR: Go
I just finished the tutorial of Animation Transfer, when you get the idea you can add animations to your characters very quickly, a lot of time could be saved.
But I still must point out that this solution is just "a magic trick", it's could be powerful but also could encumber your progress on animation. We modders should be willing to use all the assets Blizzard brings us, as well as the new and original assets we created with our hands. And we are willing to share them with each other freely. So let's make our community be a family too, share our skills and ideas.
You can find the tutorial here. The script in that video is in the attachment.
Best wishes from China. Delphinium the frog.
@Delphinium1987: Go Nice nice nice I love u!! Now I have to learn. thxxxxxx
This video link:
@Delphinium1987: Go But I have problems with the height of the model in some animations and also below the waist that does not stop moving in a circle.
Hi alleyviper85,
Congratulations~ I am glad that you already got the point, although there are still some but in my opinion it doesn't looks like that you use this method in a wrong way. Some other reasons caused the detail errors.
Please send me your max files so that I can check these dismatches.
Best wishes.
Finished the excavator model, Death Effects and spell animations are added.
How much time did you spend to create that death animation? It looks very thorough. And what about the model itself, did you create it as well?
@Zolden: Go
HI zolden, It's easier than you think, I only spend about a hour on that, the particles in this mode come from my particle assets, which are designed to fit plenty of FX scenes. So it's no need to remake the explosion every time.
The excavator comes from Blizzard models, I just don't know what to do today, so I made this model ready to be a unit/vehicle.
for me the transfer doesnt work :C Have no idea how to use the script...when i merge all bones, cant move with them because everything is linked...using max 2011...hard life.
Hi CybrosX, I am very sure that the same idea works on all version of 3dsmax include max2011, how to use the script is showed at http://www.sc2mapster.com/media/attachments/63/394/How_to_add_the_script_button_quickly.gif
today I'd like to share a fun model (the chicken came from wow.)
These days some bad guys in China are smearing Starcraft II modders, I may need to leave sc2mapster for a few days to deal with them.
wish me luck.
@Delphinium1987: Go
That looks familiar.
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
@DrSuperEvil: Go
I should use real hawkstrider as the mount some day.
I am working on a space station scene, there will be some vacuum area and the player needs to refill their Oxygen, so I made a small O2 station. I have made some mistake on this model so it looks not good enough, still need time to fix it.
Finally the weekend is coming, more time for mapping now~
Best wishes from China.