- ( open the emitter source file. ex: Marine_Death) select the emitter and choose file > Save As > Selected (which you did)
Save the Animation
- Select the Emitter
- In the menu bar, Choose Animation > Save Animation
- In the save animation dialog, choose Segment > Active Time Range (button of clock with a line over it)
- Check the From and To are correct
- Save
Import
- In your working project, Import > Merge or drag and drop the emitter max file
- goto the segment in the timeline that you wish to have the animation play
- select the emitter
- in the menu, choose Animation > Load Animation
- select your animation file (.xaf)
- in the load animation dialog, choose "Replace" at *enter the starting frame of your current sequence*
Notes:
Should see the keyframes in the timeline.
The primary attribute that is animated in a particle is the Emission Rate, which is how often is spits out particles.
squirt amount is how many particles per emission, life is how long before the particle is removed. More info can be found within
the art tools docs.
Yes, the particle emitter will need a material assigned to it.
If the emitter has a material and is still not showing, in the cutscene editor, try moving the timeline cursor around a bit then playing the animation. sometimes particles do not load initially.
If you are using the Blizzard Art Tools (which it sounds like you are), you can create a blood splat by using particles.
- create a SC2Particle
- Set "Emitter Shape" to "Plane"
- Set the "Instance Type" to "Ground Oriented"
- Set the Particle Emitter facing to straight down
- Set the orientation close to the ground plane, but not at 0
The Art Tools installer comes with some demo files that should be located around:
"\Program Files\Blizzard Entertainment\StarCraft II Art Tools (64-bit)\Examples\Units\"
There are 3DS Max files for units and deaths. I would recommend checking out the marine death for particle specifics.
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Formally Kinkycactus
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@kim743: Go
Drag and drop should do it.
Here's a method for copying a particle effect:
Get Source
- ( open the emitter source file. ex: Marine_Death) select the emitter and choose file > Save As > Selected (which you did)
Save the Animation
- Select the Emitter
- In the menu bar, Choose Animation > Save Animation
- In the save animation dialog, choose Segment > Active Time Range (button of clock with a line over it)
- Check the From and To are correct
- Save
Import
- In your working project, Import > Merge or drag and drop the emitter max file
- goto the segment in the timeline that you wish to have the animation play
- select the emitter
- in the menu, choose Animation > Load Animation
- select your animation file (.xaf)
- in the load animation dialog, choose "Replace" at *enter the starting frame of your current sequence*
Notes:
Should see the keyframes in the timeline.
The primary attribute that is animated in a particle is the Emission Rate, which is how often is spits out particles.
squirt amount is how many particles per emission, life is how long before the particle is removed. More info can be found within
the art tools docs.
Formally Kinkycactus
@kim743: Go
Yes, the particle emitter will need a material assigned to it.
If the emitter has a material and is still not showing, in the cutscene editor, try moving the timeline cursor around a bit then playing the animation. sometimes particles do not load initially.
Formally Kinkycactus
If you are using the Blizzard Art Tools (which it sounds like you are), you can create a blood splat by using particles.
- create a SC2Particle
- Set "Emitter Shape" to "Plane"
- Set the "Instance Type" to "Ground Oriented"
- Set the Particle Emitter facing to straight down
- Set the orientation close to the ground plane, but not at 0
The Art Tools installer comes with some demo files that should be located around:
"\Program Files\Blizzard Entertainment\StarCraft II Art Tools (64-bit)\Examples\Units\"
There are 3DS Max files for units and deaths. I would recommend checking out the marine death for particle specifics.
Formally Kinkycactus