Hi its me again.
I created a custom model now with some textures.
It works fine.
In 3ds max I even added some animations and named them... e.g "Stand" "Attack".
But how do i set that the unit stands with its "Stand" animation or attacks with its "Attack" animation?
Do i have to name the animations in 3ds max or give them a special id? Or do i have to set this in the galaxy editor?
Say you have a model animated.
And those animations are found in frames 0 to 4000. However between those frames you have animated an stand animation, an attack animation and such.
So all of your animations are found between 0 and 4000 (in 3ds max) and let's just pretend that the stand animation is found between frames 500 and 2000 and the attack animation between 2001 and 4999.
What you have to do is assign your animations an M3 sequence right?
Well, how?
The M3 sequences plugin will ask you for a name, a start frame and an end frame (basically, there's more options than just that).
So for example, in the M3 sequence plug in, add a new sequence, name it "Stand01" or just Stand and as start frame you'll have to set where the stand animation is in your model. In our case it was 500, and the end frame would be 2000.
This should also be the same process for attack, start frame as 2001 and end frme 4999.
yes i did that.
I added the animations with the m3 sequence editor as it is if you have got a normal sc2 model.
There are more animations than in the screenshot.
There you can only see the Stand animation from frame 0 to 1000.
But how does the editor know from my model which animation he should use to let the model walk or to attack?
Do I have to name them specially or what?^^
Yeah, take a look at other models, you'll see that they all have names like Stand, Stand01, Walk, Walk01, Attack and such. I can't really provide you with a list right now, as no one has done one (I'll do one when I get out on vacations) but as for now, yeah, take a look at other model's animation names.
If you keep the standard names the editor will automatically know which is X animation, which is Y... and so on.
Hi its me again. I created a custom model now with some textures. It works fine. In 3ds max I even added some animations and named them... e.g "Stand" "Attack". But how do i set that the unit stands with its "Stand" animation or attacks with its "Attack" animation? Do i have to name the animations in 3ds max or give them a special id? Or do i have to set this in the galaxy editor?
Say you have a model animated. And those animations are found in frames 0 to 4000. However between those frames you have animated an stand animation, an attack animation and such. So all of your animations are found between 0 and 4000 (in 3ds max) and let's just pretend that the stand animation is found between frames 500 and 2000 and the attack animation between 2001 and 4999.
What you have to do is assign your animations an M3 sequence right? Well, how?
The M3 sequences plugin will ask you for a name, a start frame and an end frame (basically, there's more options than just that). So for example, in the M3 sequence plug in, add a new sequence, name it "Stand01" or just Stand and as start frame you'll have to set where the stand animation is in your model. In our case it was 500, and the end frame would be 2000. This should also be the same process for attack, start frame as 2001 and end frme 4999.
yes i did that. I added the animations with the m3 sequence editor as it is if you have got a normal sc2 model. There are more animations than in the screenshot. There you can only see the Stand animation from frame 0 to 1000. But how does the editor know from my model which animation he should use to let the model walk or to attack? Do I have to name them specially or what?^^
Yeah, take a look at other models, you'll see that they all have names like Stand, Stand01, Walk, Walk01, Attack and such. I can't really provide you with a list right now, as no one has done one (I'll do one when I get out on vacations) but as for now, yeah, take a look at other model's animation names.
If you keep the standard names the editor will automatically know which is X animation, which is Y... and so on.
ok i'll try it now
@gardenzerg: Go
k it seems to work now!^^