not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
i downloaded 2.63, didn't work, so uninstalled and downloaded 2.62 but dont have much better results.
everything i tried didn't work. some terran units. some protoss units like immortal. some protoss buildings like gateway. i couldn't load any of the custom models that i have for SC2BW.
it's probably just something on my end since i assume the majority of models should work?
having a hard time importing any sc2 m3 files into blender with this. everything gives an error. only one that hasn't yet is the zergling.
am i doing something wrong or do you not fully support this?
pick each unit in unit group
if unit is too far from center of unit group
pick each unit in unit group
order unit move to center of unit group (before existing orders)
wait about 0.5 seconds
order unit group to move to original target point
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
you can import the animation the same way you imported the model iirc, you just import it over the top.
problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.
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not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
thanks for your help with the exporter btw.
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just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
0
i downloaded 2.63, didn't work, so uninstalled and downloaded 2.62 but dont have much better results.
everything i tried didn't work. some terran units. some protoss units like immortal. some protoss buildings like gateway. i couldn't load any of the custom models that i have for SC2BW.
it's probably just something on my end since i assume the majority of models should work?
http://i.imgur.com/H12zo.png
0
having a hard time importing any sc2 m3 files into blender with this. everything gives an error. only one that hasn't yet is the zergling.
am i doing something wrong or do you not fully support this?
0
theres just 20-40 variables with seemingly random figures in them and i have no idea what half of it means.
0
@Batomys:
thats upto buhhy i would assume
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ignore
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i've been watching this thread for a long time :P
any work would be very much appreciated.
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pretty keen to try it.
0
i've done something similar
also used a trigger
pick each unit in unit group
if unit is too far from center of unit group
pick each unit in unit group
order unit move to center of unit group (before existing orders)
wait about 0.5 seconds
order unit group to move to original target point
0
look up a tutorial about skinning bones to a mesh :P i dont have that much time right now lol
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pretty sure im not using the lod model. it just looks that way in 3dsmax because of whatever setting controls the preview quality.
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im not ready to share it right now. i havn't decided if i want to make something out of it yet.
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xaf is the animation format.
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
0
you can import the animation the same way you imported the model iirc, you just import it over the top. problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.