Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.
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Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
I can post the offending animations if need be.
@onisagi: Go
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
@Mozared: Go
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.