The Star tools bake most constraints and IK motions to PTR movements, so that why they can not work well in these models which contain some "SC2 engine-dependent bones".
I thought that the "IK leg" in behavior editor may be helpful to solve this. Since it the only way I know that can control multiple bones at once in game. But at last I still failed.
Sorry for the missunderstanding, I also failed on equally divide the beam. The IK in Star tools is too simple and hard to use...Is there any other way that a bone‘s motion can be controled halfly by another bone in SC2?
But I saw somebody solve it in the Galaxy Editor before. Since it is not depend on the models, I wonder to know if you are interesting in that.
Well, I still have not found the way to create the worm hole effect, I couldn't separate the textures of the particles in that video. So I made this as a practice...
@Zolden: Go
The model have two particles and a splribbon, the splribbon has it own UV offset (so the texture for beam need to be seamless.) and random noises.
About the length: Blz solved this problem very simply and smart. Everything you need is add a bone/dummy with special name for the end of the beam, in this case, I created a dummy called "Attacher" for the second part of splribbon. The GE will recognize the "Attacher" and locat it to the target object. So a splribbon with a "Attacher" bone/Dummy will work like a bridge. You do not need to worry about the length at most time. But if the target is too far away, the texture of the splribbon will not long enough to show the details. In my example, the origin length is 5 game units.
I will upload most of my models tomorrow and you can use them if you like. Plz just reply me with some screenshots in the games or the errors you found (I need the test data to fix older models and improve new ones.) Hope you will like them.
If you need any special models plz reply me with pictures so that I can build them when I have enough time. In fact, I prefer this way more. For the models I built for others may be not exactly you really need.
A test of physics node 0.0
The attachment is an elder test of my project to simulate the underdress with physics nodes, the whole project was failed at last. But this one is simple and works well…
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The attachments.
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@Zolden: Go
The Star tools bake most constraints and IK motions to PTR movements, so that why they can not work well in these models which contain some "SC2 engine-dependent bones".
I thought that the "IK leg" in behavior editor may be helpful to solve this. Since it the only way I know that can control multiple bones at once in game. But at last I still failed.
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@zorbotron: Go
I have not finished the motion controls yet, so now it still only a "Stand" animation alone. I will upload them soon.
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@Zolden: Go
Sorry for the missunderstanding, I also failed on equally divide the beam. The IK in Star tools is too simple and hard to use...Is there any other way that a bone‘s motion can be controled halfly by another bone in SC2?
But I saw somebody solve it in the Galaxy Editor before. Since it is not depend on the models, I wonder to know if you are interesting in that.
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Another test, tried to simulate the galaxy.
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@Kailniris2: Go
Well, I still have not found the way to create the worm hole effect, I couldn't separate the textures of the particles in that video. So I made this as a practice...
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@Zolden: Go The model have two particles and a splribbon, the splribbon has it own UV offset (so the texture for beam need to be seamless.) and random noises.
About the length: Blz solved this problem very simply and smart. Everything you need is add a bone/dummy with special name for the end of the beam, in this case, I created a dummy called "Attacher" for the second part of splribbon. The GE will recognize the "Attacher" and locat it to the target object. So a splribbon with a "Attacher" bone/Dummy will work like a bridge. You do not need to worry about the length at most time. But if the target is too far away, the texture of the splribbon will not long enough to show the details. In my example, the origin length is 5 game units.
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A Ribbon model test.
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I am trying to reproduce the classic moment in "GongFu Panda''. Still long long way to go...
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I created this for you, but I am not good at the textures and maps. So I upload the max file (2011 ver.) here.
If you like this, plz reply me so that I can start to unfold the UVW and make the animations.
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@Kailniris2: Go
I will upload them soon... My model folder for SC2 is really a mess...
Your models are really good, I learn a lot from that~
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@TheAlmaity: Go
I will upload most of my models tomorrow and you can use them if you like. Plz just reply me with some screenshots in the games or the errors you found (I need the test data to fix older models and improve new ones.) Hope you will like them.
If you need any special models plz reply me with pictures so that I can build them when I have enough time. In fact, I prefer this way more. For the models I built for others may be not exactly you really need.
Good Luck!
Here is a new fireworks~
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@Kailniris2: Go
I would like that, it could be really helpful. Is there any group do such work so that I can find a require list? Thanks very much.
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A new SC2 particle, created for special effect when character upgrading.
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A test of physics node 0.0 The attachment is an elder test of my project to simulate the underdress with physics nodes, the whole project was failed at last. But this one is simple and works well…