Hi guys,
i'm new on this forum and i'm happy to join in this good community for help to make sc2 mods.
I'm making a mod for it and i need to know how to reverse the animation of a unit, in particular the "guardian shield - impact" model.
Alternatively i need to know what is the .dds file of the image of "guardian shield impact" (I tried to look for it in the game assets but i have not found anything).
There is no native support for reversing an animation. You can simulate it by pausing the animation and set its completion percentage periodically, which is probably best done via trigger.
You can track, which assets certain spells are using, by following the object links in data. The Guardian Shield actor uses a model called Guardian Shield linking to an asset called SentryShieldBubble.m3, located in Assets\Effects\Protoss\SentryShieldBubble\. It is an .m3 model file, not a .dds, since that are images only.
In case you need the Textures used by the model (which would be .dds files again), you can look them up by viewing the model in the Cutscene Editor. The Sentry Shield Bubble uses various textures, like HexGrid1_blue2.dds or ScanLines5_blue.dds, however these have nothing to do with the animations and won't help you in any way to play an animation in reverse.
Thanksfor your help Kueken.
The model that i need to reverse animation is the "guardian shlied -impact".
It is the model that is applied on an allied unit when enter in the guardian shield ability range.
Alternatively to reverse the default animation i thounght to modify the model directly with 3dsmax and make the animation reverse.
The problem is that when i import the .m3 in the 3dsmax (with the plugin released on this website) i don't see anything.
Instead i can see, for expample, the ultralisk model and animations.
I don't know if there is a bug in the exporter for this type of models or need a texture to it (i don't export the texture of the guardian shield because i don't know where it is, but export the ultralisk texture and is work well in 3dsmax).
Thus, i think the big problem is to locate and export the "guardian shield - impact" texture.
Please can tell me step by step how to see the .dds file linked to the selected model?
thanks!
You can see all the textures a model uses in the Cutscene editor. When you add a new model to be shown, it will appear in the list in the bottom left window of the screen. In this window, you can right-click the model and click Show Model Data, which brings up several folders, including Animations and Materials, the latter holding all used textures for the model, usually in several sub-folders.
For a usual unit model, you can also right-click the model itself on the terrain, however for non-clickable models like many spell animations, this is not possible, so you select it from the list instead.
Also note that this method of reversing animations doesn't work for particles that are created during the animation (for example for some of the Smoke or Fire models available).
I don't know if the Impact you are talking about has any particles though.
I have another problem with reversing animation.
I import the model "guardian shlied -impact" in 3dsmax with unofficial .m3 exporter (available on this site) and i found that the model is made by a particle emitter and a texture.
After several trials with the settings available for the particle emitters on the M3 importer and exporting it several times, i have noticed that the animation play always in the same way and i don't found how to tell the particle to reverse the emitter sequence.
Unfortunately, there aren't an easy option for edit the start and end particle emission.
Someone know how to do this?
thanks again!
That's more of an Artist question and you sadly can't really change the way Particle Emitters work in Data (unless you just want to destroy all particles which is possible via an Actor Event). It might be a better idea to ask about that issue in the Artist subforum I think :)
edit:
Ah, I forgot, you can also change the way particles are emitted by checking the "Freeze Particles on Animation Pause" in the model data and then tinkering with the animation speed. That doesn't let you emit particles backwards though.
Hi guys, i'm new on this forum and i'm happy to join in this good community for help to make sc2 mods.
I'm making a mod for it and i need to know how to reverse the animation of a unit, in particular the "guardian shield - impact" model. Alternatively i need to know what is the .dds file of the image of "guardian shield impact" (I tried to look for it in the game assets but i have not found anything).
thanks all guys.
There is no native support for reversing an animation. You can simulate it by pausing the animation and set its completion percentage periodically, which is probably best done via trigger.
You can track, which assets certain spells are using, by following the object links in data. The Guardian Shield actor uses a model called Guardian Shield linking to an asset called SentryShieldBubble.m3, located in Assets\Effects\Protoss\SentryShieldBubble\. It is an .m3 model file, not a .dds, since that are images only.
In case you need the Textures used by the model (which would be .dds files again), you can look them up by viewing the model in the Cutscene Editor. The Sentry Shield Bubble uses various textures, like HexGrid1_blue2.dds or ScanLines5_blue.dds, however these have nothing to do with the animations and won't help you in any way to play an animation in reverse.
Thanksfor your help Kueken. The model that i need to reverse animation is the "guardian shlied -impact". It is the model that is applied on an allied unit when enter in the guardian shield ability range. Alternatively to reverse the default animation i thounght to modify the model directly with 3dsmax and make the animation reverse.
The problem is that when i import the .m3 in the 3dsmax (with the plugin released on this website) i don't see anything. Instead i can see, for expample, the ultralisk model and animations.
I don't know if there is a bug in the exporter for this type of models or need a texture to it (i don't export the texture of the guardian shield because i don't know where it is, but export the ultralisk texture and is work well in 3dsmax). Thus, i think the big problem is to locate and export the "guardian shield - impact" texture.
Please can tell me step by step how to see the .dds file linked to the selected model? thanks!
Oh, I somehow skipped the Impact part :)
You can see all the textures a model uses in the Cutscene editor. When you add a new model to be shown, it will appear in the list in the bottom left window of the screen. In this window, you can right-click the model and click Show Model Data, which brings up several folders, including Animations and Materials, the latter holding all used textures for the model, usually in several sub-folders.
For a usual unit model, you can also right-click the model itself on the terrain, however for non-clickable models like many spell animations, this is not possible, so you select it from the list instead.
Also note that this method of reversing animations doesn't work for particles that are created during the animation (for example for some of the Smoke or Fire models available).
I don't know if the Impact you are talking about has any particles though.
Thanks very much Kueken! I found the texture file of the model!
I have another problem with reversing animation. I import the model "guardian shlied -impact" in 3dsmax with unofficial .m3 exporter (available on this site) and i found that the model is made by a particle emitter and a texture.
After several trials with the settings available for the particle emitters on the M3 importer and exporting it several times, i have noticed that the animation play always in the same way and i don't found how to tell the particle to reverse the emitter sequence.
Unfortunately, there aren't an easy option for edit the start and end particle emission. Someone know how to do this? thanks again!
That's more of an Artist question and you sadly can't really change the way Particle Emitters work in Data (unless you just want to destroy all particles which is possible via an Actor Event). It might be a better idea to ask about that issue in the Artist subforum I think :)
edit:
Ah, I forgot, you can also change the way particles are emitted by checking the "Freeze Particles on Animation Pause" in the model data and then tinkering with the animation speed. That doesn't let you emit particles backwards though.
Is possible reverse the way particles are emitted from 3dsmax(m3_importer/exporter)?