Hello everyone,
Anyways ive been working with 3ds max and art tools and i have used a .wmo model from wow its a building.
What i did is i split sections of the model apart to create a model with a few different meshes so that i can animate them.
I managed to Add the required Bones using the .m3 export tool and Scene check.
everything returns fine
know when i go to preview it in the Cutscene editor it says that only 2 of the meshes get exported of the 8 or so that exist
Any idea why this might be happening and how i can get the previewer to export all the meshes?
All meshes have 1 Bone and all have Skin Modifiers as required
all the materials are SC2 Standard Materials
Okay so after a lot of trial and error and from looking through the starcraft art tools examples i found out what my issue was.
I was attaching meshes to bones using skins however this caused weird behaviors
I have now found that creating a root bone and then linking the meshes to that bone fixes all the problems
This allows me to animate the meshes instead of having to animate a bone for each mesh
I suppose my error probably was in not knowing that meshes had to be linked to a bone i had assumed that adding a skin modifier was required
EDIT:
I still must be missing something as it worked originally but now its not working again dang
Also on an unrelated note:
Does anyone know how Some Objects are Walkable?
Such as the Temple Brick that people can walk on?
Edit Edit:
Okay so problem was stupid simple lol
apparently if you detach meshes from one another and attach them to other meshes
you must give each object a new texture even if the old is still applied so
all i need to do is recreate some textures using UVW-Mapping
I have a new question that im hoping some one might now how to implement
I have a Mesh of a bear and i want it to fade away when it dies and have another Mesh (Skeleton) fade in
The skeleton i want to be constantly hidden and only shown at specific times like
a standing animation were the skeleton is shown but the bear is hidden
All other times the skeleton would be hidden well the bear is shown
I think i can hide them using Alpha Masks but im unsure how to get them to have a fade in animation
For example, you can set Blend mode for material. Then alpha mask will define mesh'es transparency, and then you jsut animate Alpha mask's intensity. For example, change alpha add parameter of the alpha map in Auto Key mode, and it will get animated.
I heard there is also a visibility track can be defined in tracks sets thing, but never tried it.
So i managed to get the texture to fade in and out using the alpha masks intensity
However i cant get the Mesh to be Solid its always a little translucent
Perhaps the Visibility track works differently
So this time my question is about Texture Slots
I tried swapping textures using texture select by id but it says that the model does not contain those slots
Any idea if their is something i need to fill in to make the slots work?
Also when you use a slot like main
main.diffuse
main.normal
how do you change the alpha mask?
Well im trying to swap textures using the Editors Actor Texture-Select-By-ID
pretty sure i have everything set up right but it says i dont have the slot main
Im really just wondering if i need to fix it using 3DSMax or if its something else?
And lastly wondering how to call the Alpha Mask1 and Alpha Mask2 Textures
for diffuse you can use main.diffuse but main.alpha doesn't seem to work
Its a standard starcraft 2 material of Type Mask
Makes me wonder if i have to assign my model custom Slots like main, zerg, decal, generic01?
Hello everyone,
Anyways ive been working with 3ds max and art tools and i have used a .wmo model from wow its a building.
What i did is i split sections of the model apart to create a model with a few different meshes so that i can animate them.
I managed to Add the required Bones using the .m3 export tool and Scene check.
everything returns fine
know when i go to preview it in the Cutscene editor it says that only 2 of the meshes get exported of the 8 or so that exist
Any idea why this might be happening and how i can get the previewer to export all the meshes?
All meshes have 1 Bone and all have Skin Modifiers as required
all the materials are SC2 Standard Materials
Okay so after a lot of trial and error and from looking through the starcraft art tools examples i found out what my issue was.
I was attaching meshes to bones using skins however this caused weird behaviors
I have now found that creating a root bone and then linking the meshes to that bone fixes all the problems
This allows me to animate the meshes instead of having to animate a bone for each mesh
I suppose my error probably was in not knowing that meshes had to be linked to a bone i had assumed that adding a skin modifier was required
EDIT: I still must be missing something as it worked originally but now its not working again dang
Also on an unrelated note:
Does anyone know how Some Objects are Walkable?
Such as the Temple Brick that people can walk on?
Edit Edit:
Okay so problem was stupid simple lol
apparently if you detach meshes from one another and attach them to other meshes
you must give each object a new texture even if the old is still applied so
all i need to do is recreate some textures using UVW-Mapping
it's not required, but works
I have a new question that im hoping some one might now how to implement
I have a Mesh of a bear and i want it to fade away when it dies and have another Mesh (Skeleton) fade in
The skeleton i want to be constantly hidden and only shown at specific times like
a standing animation were the skeleton is shown but the bear is hidden
All other times the skeleton would be hidden well the bear is shown
I think i can hide them using Alpha Masks but im unsure how to get them to have a fade in animation
For example, you can set Blend mode for material. Then alpha mask will define mesh'es transparency, and then you jsut animate Alpha mask's intensity. For example, change alpha add parameter of the alpha map in Auto Key mode, and it will get animated.
I heard there is also a visibility track can be defined in tracks sets thing, but never tried it.
Yep :) And I tried the visibility track and it works.
Check the Ghost model in the Art Tools Samples, his electro stick in his right hand is an example of the Visibility Track
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
So i managed to get the texture to fade in and out using the alpha masks intensity
However i cant get the Mesh to be Solid its always a little translucent
Perhaps the Visibility track works differently
yes it does, in the menu select "Graph Editors" -> "Track Sheet - Dope Sheet... "
Select the mesh you want to apply the visibility track to. In the menu of the Track view, select "Tracks" -> "Visibility" -> "Add"
It adds a tree node below your mesh
Right click on the "Visibility" tree node and select "Assign Controller" and select "On/Off"
The whole line becomes blue ( or colored ) -> this means it is visible,
No in the menu select "Add Keys"
Now you can put the keys where you want it to be visible or invisible.
Note ! it does not fade in or out.
Hope this helps
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
So this time my question is about Texture Slots
I tried swapping textures using texture select by id but it says that the model does not contain those slots
Any idea if their is something i need to fill in to make the slots work?
Also when you use a slot like main
main.diffuse
main.normal
how do you change the alpha mask?
Zaysite, you wanna do this in Max or SC2 ?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Well im trying to swap textures using the Editors Actor Texture-Select-By-ID
pretty sure i have everything set up right but it says i dont have the slot main
Im really just wondering if i need to fix it using 3DSMax or if its something else?
And lastly wondering how to call the Alpha Mask1 and Alpha Mask2 Textures
for diffuse you can use main.diffuse but main.alpha doesn't seem to work
Its a standard starcraft 2 material of Type Mask
Makes me wonder if i have to assign my model custom Slots like main, zerg, decal, generic01?