Reset the Xforms before exporting to StarCraft. You probably created just one thread and mirrored it onto the other side.
Go to tools (this little icon with a hammer on the very right, upper corner) -> reset Xform.
Perform this task for sure especially when dealing with heavily rigged models.
Great work man! Gratz on the finishing and the end result.
I was to say "but you disqualified yourself by sending more than 3 minutes" but then I read that you actually have shortened that a bit.
ok so I reply here also: I like how you thoroughly read the documentation... -_- Or forums
What also bugs me is the usage of more than 64 bones. The only instance that comes into my mind is when you animate the faces but even then I think 64 is way more then enough.
I have this feeling that you treat SC2 engine as if it was Renderman or any other production renderer that can handle X amount of geometry and bones and everything...
Or alternatively you could just put the maps in by hand (in the material editor) but that would be stupid thing to do :D
On the semi-side note:
I extracted all the textures from SC2, put them in one folder and set the custom path.
That way I don't have to worry about missing textures ever again :)
Put your textures into the default 3dsmax maps folder (in user settings for 3dsmax or 3dsmax/maps) or set the new path in 3dsmax pointing to the folder where those maps are (CUSTOMIZE -> CONFIGURE USER PATHS -> EXTERNAL FILES and ADD...)
You know what? You're an asshole. DJYVG wants a tutorial, step by step how to do a fire and instead you're giving him a bunch of step by step tutorials which also explain how to do a fire. How could one be so not precise?
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Reset the Xforms before exporting to StarCraft. You probably created just one thread and mirrored it onto the other side.
Go to tools (this little icon with a hammer on the very right, upper corner) -> reset Xform. Perform this task for sure especially when dealing with heavily rigged models.
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Great work man! Gratz on the finishing and the end result. I was to say "but you disqualified yourself by sending more than 3 minutes" but then I read that you actually have shortened that a bit.
Could you post that 3 minutes version?
Great work :)
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Oh that crazy Russian Military Thought! :)
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@Delphinium1987: Go
Who did the chopper model?
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@Delphinium1987: Go
64 bones per skin, not the model right?
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ok so I reply here also: I like how you thoroughly read the documentation... -_- Or forums
What also bugs me is the usage of more than 64 bones. The only instance that comes into my mind is when you animate the faces but even then I think 64 is way more then enough.
I have this feeling that you treat SC2 engine as if it was Renderman or any other production renderer that can handle X amount of geometry and bones and everything...
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@SolidSC: Go
Or alternatively you could just put the maps in by hand (in the material editor) but that would be stupid thing to do :D
On the semi-side note: I extracted all the textures from SC2, put them in one folder and set the custom path. That way I don't have to worry about missing textures ever again :)
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@Zolden: Go
Drink up me 'earties, yo ho!
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@ZeShmoutt: Go
In the example files from ArtTools Zeratul and his mask are one object with several bones. So it shouldn't be a ribbon in the .m3 file I guess
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@SolidSC: Go
Put your textures into the default 3dsmax maps folder (in user settings for 3dsmax or 3dsmax/maps) or set the new path in 3dsmax pointing to the folder where those maps are (CUSTOMIZE -> CONFIGURE USER PATHS -> EXTERNAL FILES and ADD...)
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@Daara87: Go
"While I won't claim these as my models" - THIS SENTENCE!
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@Cacho56: Go
<3
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@Zolden: Go
You know what? You're an asshole. DJYVG wants a tutorial, step by step how to do a fire and instead you're giving him a bunch of step by step tutorials which also explain how to do a fire. How could one be so not precise?
:)
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I'm not sure if you used that but Reaver animation might be mine ;)
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@GhostNova91: Go
Are you using M3scripts/Art Tools combination or just M3Scripts?