Setup: I edited the UI interface by adding a custom menu with "save animation" & "load animation"
First I prep the animation which I will be loading this is done by selecting all the bones(only), followed by pressing "save animation" . Make sure "segment" is checked and fill in the beginning and ending key, ex. 0 - 110. Before you save it also make sure "keys per frame" is checked. Give it a name and save it.
The next part is to load this animation within a functioning rig with other words assuming it already has a working animation.
Start by clicking "load animation", only 2 steps remaining: Make sure you checked "absolute" and the key frame you want to add the animations(obviously keep a frame or two between the different animations). Load it and test it.
How can I merge multiple animation(.max files) into a single animation wth other words on one timeline. To be clear multiple animations for the same rigged model.
Could you give me some more details of what you had in mind? What triggers any data changes? Will this work with the existing arm magazine ability and conjoined behavior?
Clever ! Thank you so much. So I make a trigger counting the amount of units player X has and than if the unit limit is reached I let it trigger a true or false variable. *I assume* I can use a booleon variable as a requirement for the units making action somewhere. Thank you for your reactions.
So you say I spawn an invisible/unselectable unit which has these abilities. Then I connect via a dialog box, buttons to that unit its abilities. Could you give me more detail on how:
A. Dialog button - connects to -> B. the actual units Ability.
On the image below you see on the right side buttons within a container. These buttons have actions like Terran's "scan sweep" or like a nuke from Ghosts.
How could I make this work with the SC2 inventory system. Anybody have a clue?
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How do I achieve this through triggers since the lobby does not allow custom races.
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The group of units stand a bit chaotically. Is there a way perhaps to make them stand in a grid pattern ?
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@IskatuMesk: Go
@TaylorMouse: Go
I've finally made it work !
Setup: I edited the UI interface by adding a custom menu with "save animation" & "load animation"
First I prep the animation which I will be loading this is done by selecting all the bones(only), followed by pressing "save animation" . Make sure "segment" is checked and fill in the beginning and ending key, ex. 0 - 110. Before you save it also make sure "keys per frame" is checked. Give it a name and save it.
The next part is to load this animation within a functioning rig with other words assuming it already has a working animation.
Start by clicking "load animation", only 2 steps remaining: Make sure you checked "absolute" and the key frame you want to add the animations(obviously keep a frame or two between the different animations). Load it and test it.
That did it for me. GG :)
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@TaylorMouse: Go
That sucks. I use indeed bones not bip. Familiar with bones, merging multiple animations into one?
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@IskatuMesk: Go
Haven't tested it yet but this seem to be the way to do it:
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How can I merge multiple animation(.max files) into a single animation wth other words on one timeline. To be clear multiple animations for the same rigged model.
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@datLoLorian: Go
Could you give me some more details of what you had in mind? What triggers any data changes? Will this work with the existing arm magazine ability and conjoined behavior?
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@datLoLorian: Go
Do you know by any chance what the name of this behavior is?
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It works but they are group up chaotically. Is there a way perhaps to make them stand in a grid pattern or so?
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@willuwontu: Go
Could you describe the steps I have to take in order to make it work?
ex. 1. Make an item container 2. Make item class
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@Sapphire_united: Go
Clever ! Thank you so much. So I make a trigger counting the amount of units player X has and than if the unit limit is reached I let it trigger a true or false variable. *I assume* I can use a booleon variable as a requirement for the units making action somewhere. Thank you for your reactions.
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@Sapphire_united: Go
The image should now load properly.
So you say I spawn an invisible/unselectable unit which has these abilities. Then I connect via a dialog box, buttons to that unit its abilities. Could you give me more detail on how: A. Dialog button - connects to -> B. the actual units Ability.
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@Sapphire_united: Go
Makes me wonder did they disable supply on units, if so how did they still kept the unit cap (to prevent game instability) ?
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On the image below you see on the right side buttons within a container. These buttons have actions like Terran's "scan sweep" or like a nuke from Ghosts.
How could I make this work with the SC2 inventory system. Anybody have a clue?
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Usually in C&C - buildings require electricity - this is similar to the supply in SC.
Any thoughts on how I could achieve this? I saw there are 'custom resources' however I don't see that work.
- Buildings require X amount of Power
- Power plants add Power
- When Power plants get destroyed it should subtract that amount of power (in a sense like you kill supply depot etc.).