open the skin modifier and delete bones that aren't used. i deleted most of the toe bones and most of the lip/eyebrow bones. since none of those are really seen from the RTS view. it then worked for me.
i was able to port all the dragon models, including alduin.
animations however are not easy and are very very time consuming. i ported maybe 5% of the animations.
whatever damage effect killed them sets the death animation. you can see it in the death type or something like that on your damage effect. change it from normal to fire.
if i did release anything using these models it would be singleplayer. never on battle.net and released anonymously.
thats the only way i could see myself not being sued into the ground
you can increase the time track yes
as in the above post. sc2 animations run at 1000fps. so likely you'll need to go into 30,000+ frames for any model with more than 10 animations
part of the m3 export plugin is sequences.
here you create new sequences (animations). you set a start frame and an end frame and a few other options like looping etc.
all your animations should be applied to skinned bones and all on the same track. you should separate animations by about 3-5 frames.
sequences must have certain names. obvious ones like Stand and Walk.
for a list of these it's easiest to just look at actor events and you can see all the words it accepts as sequences. note im pretty sure you can't do many multi-word sequences. i was able to get Stand Fly and Walk Fly to work. but some units i had many animations and i tried using combinations like A B
or A 1 and A 2. these unfortunately did not work.
i just vomited most of the info i know. probably makes little sense. gl.
well i doubt it can be used in a map due to copyright, bethesda will probably cry a river. even if you aren't making money off it. i might make a tutorial later if i get time.
moves over to sc2 pretty nicely. until you include the skeleton and skin modifier. then for some reason the right wing goes nuts. like the bones were moved around in random directions. :( shame.
alot of models have this problem
more than likely theres something wrong with the m3 plugin.
you can kind of solve this issue by cooking your animation and increasing the amount of keyframes by alot. (i can't remember the exact number. every 10 or 100 frames you should have a keyframe)
or blizzard could just release their god damn plugins they themselves have been fucking using for years and everything would be fine.
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open the skin modifier and delete bones that aren't used. i deleted most of the toe bones and most of the lip/eyebrow bones. since none of those are really seen from the RTS view. it then worked for me. i was able to port all the dragon models, including alduin.
animations however are not easy and are very very time consuming. i ported maybe 5% of the animations.
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whatever damage effect killed them sets the death animation. you can see it in the death type or something like that on your damage effect. change it from normal to fire.
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if i did release anything using these models it would be singleplayer. never on battle.net and released anonymously.
thats the only way i could see myself not being sued into the ground
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it might not be possible. you have cliff merging on i assume?
most people just plunk a doodad over the gap and hide it.
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@Henskelion:
you can increase the time track yes
as in the above post. sc2 animations run at 1000fps. so likely you'll need to go into 30,000+ frames for any model with more than 10 animations
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part of the m3 export plugin is sequences.
here you create new sequences (animations). you set a start frame and an end frame and a few other options like looping etc.
all your animations should be applied to skinned bones and all on the same track. you should separate animations by about 3-5 frames.
sequences must have certain names. obvious ones like Stand and Walk.
for a list of these it's easiest to just look at actor events and you can see all the words it accepts as sequences. note im pretty sure you can't do many multi-word sequences. i was able to get Stand Fly and Walk Fly to work. but some units i had many animations and i tried using combinations like A B
or A 1 and A 2. these unfortunately did not work.
i just vomited most of the info i know. probably makes little sense. gl.
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another, because why not.
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well i doubt it can be used in a map due to copyright, bethesda will probably cry a river. even if you aren't making money off it. i might make a tutorial later if i get time.
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so fixed my corruption issue and got animations working
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moves over to sc2 pretty nicely. until you include the skeleton and skin modifier. then for some reason the right wing goes nuts. like the bones were moved around in random directions. :( shame.
after adding bones
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i just used a trigger in SC2BW to delete the command center and create the infested one. i cbf dealing with morphs. they are a pain.
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yay... art tools.... finally.... sigh.
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alot of models have this problem
more than likely theres something wrong with the m3 plugin.
you can kind of solve this issue by cooking your animation and increasing the amount of keyframes by alot. (i can't remember the exact number. every 10 or 100 frames you should have a keyframe)
or blizzard could just release their god damn plugins they themselves have been fucking using for years and everything would be fine.
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i have nothing positive to say. so.... yeah.
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an API is abit different.
it lets people add/change some things. but keeps the core code secret.
which is fine too.