Hello, it seems like the animations on your model Scorpion are bugged. It has 41 animations and several are duplicated. When it attacks, animations do not always play. Is it possible for you to fix this? Thanks!
I'd like to ask how to make the Count Vanguard (Taldarim_Vanguard_Trooper) Model work, the file only includes the wireframes and the icon, but no textures whatsoever. Despite adding void dependency the model still has no textures (Shining in bright light teal). How can I get the textures to apply properly? I really love the what your models look, and having full custom animations is just amazing, but I would really liek to see the count vanguard work.
You just uploaded the Umojan Base Units pack and it has an APC in it and I was wondering if you could make a Umojan Hercules too? I'm asking bc one of my projects has the player get umojan models for it and the Hercules is one of the units.
Your Umojan Security Crab has a broken animation. Spell C 03 Works in the cutscene editor, but doesn't launch properly when used on the actor in game. For example, I simply made a weapon that's melee, and used Spell C as an animation bracket start. Naturally, this takes every possible animation, randomizing the numbers. In the end, I've checked and when the 03 is to launch its animation, the model simply does nothing.
Other than that, the model is super cool, im having a good use of it. It's just sad that on its Spell A animations there's no turning animation or such, or another Turret Point that could have his long cannon rotate instead of the whole body. That would be a great add.
No prob. To be honest, i dont even have 1% of your skills about modeling, i've never done that :p , but I liked to suggest the idea, in case it was possible.
Also, thx a lot for the updated model, I'll try it asap and give you news. (you named it Crap.zip lol)
I've also taken an interest to your vanguard and something came up, as an idea. Instead of having Spell A "Channel", why not have Spell A Stand? My reason is, since there's a Spell A Walk animation for walking, this one animation cannot be used other than by a "Unit Movement Update" Event in the CActorUnit, with an animation play action, and then with a second event for when the walk stops. It is doable, but still bothersome. To solve this, the stand would match with the animation baseline, and I could use an animation group apply event instead of a bracket start, which would allow me to use the Walk event when the Vanguard is shielded. I've noticed that the crab model is also standing on "Channel" animation, but this didn't cause any issue.
Now using Spell C seems to cast the Attack animation (it casts the guns on the head of the model). The"Attack" the animation causes the model to use the variety of melee attacks animation (the 3 of them), still with the broken left pinch.
Maybe someone else could test it to confirm that it's not my editor that's going berserk or something. Know that, I totally dont want you to start over 1000 times, I'm sure you are getting weary of fixing it eheh... but well that's unfortunate now !
I'm contacting you on discord, this will shorten the replies.
You have to work it on the unit's actor. If you need advices, I can show you how I built up mine, there's some tricky stuff about the burrow part to make it sync with the morph ability's duration.
Those Zergs models looks awesome !
Thank you for giving the zerg race a try.
This is some Hot Stuff.
I love Hydralisk. It's cooool!
Wow, Lev Brood Ursadon is gorgeous!
The Zerg Ursadon looks great !
Wow, that model is awasome! (Ursadon zerg thing)
I love purple!!!!
Hello, it seems like the animations on your model Scorpion are bugged. It has 41 animations and several are duplicated. When it attacks, animations do not always play. Is it possible for you to fix this? Thanks!
These are great. Interested to see if you do any more Terran-styled stuff.
I'd like to ask how to make the Count Vanguard (Taldarim_Vanguard_Trooper) Model work, the file only includes the wireframes and the icon, but no textures whatsoever.
Despite adding void dependency the model still has no textures (Shining in bright light teal).
How can I get the textures to apply properly? I really love the what your models look, and having full custom animations is just amazing, but I would really liek to see the count vanguard work.
Thanks in advance!
You just uploaded the Umojan Base Units pack and it has an APC in it and I was wondering if you could make a Umojan Hercules too? I'm asking bc one of my projects has the player get umojan models for it and the Hercules is one of the units.
Your Umojan Security Crab has a broken animation. Spell C 03 Works in the cutscene editor, but doesn't launch properly when used on the actor in game. For example, I simply made a weapon that's melee, and used Spell C as an animation bracket start. Naturally, this takes every possible animation, randomizing the numbers. In the end, I've checked and when the 03 is to launch its animation, the model simply does nothing.
Other than that, the model is super cool, im having a good use of it. It's just sad that on its Spell A animations there's no turning animation or such, or another Turret Point that could have his long cannon rotate instead of the whole body. That would be a great add.
Good work still
In reply to Wonder_Rem:
https://www.sc2mapster.com/projects/purplemanias-model/files/3310256
I changed it from Spell C to Attack and made animation easier.
Go to this link and download it.
Failure to rotate the body is a structural problem. ;3
In reply to 보라색꼬마:
No prob. To be honest, i dont even have 1% of your skills about modeling, i've never done that :p , but I liked to suggest the idea, in case it was possible.
Also, thx a lot for the updated model, I'll try it asap and give you news. (you named it Crap.zip lol)
I've also taken an interest to your vanguard and something came up, as an idea. Instead of having Spell A "Channel", why not have Spell A Stand? My reason is, since there's a Spell A Walk animation for walking, this one animation cannot be used other than by a "Unit Movement Update" Event in the CActorUnit, with an animation play action, and then with a second event for when the walk stops. It is doable, but still bothersome. To solve this, the stand would match with the animation baseline, and I could use an animation group apply event instead of a bracket start, which would allow me to use the Walk event when the Vanguard is shielded. I've noticed that the crab model is also standing on "Channel" animation, but this didn't cause any issue.
EDIT:
In reply to Wonder_Rem:
I must have made a mistake because I was in a hurry.
The crab has been modified again.
The vanguard will try within a short time.
Thank you so much for the great idea.
In reply to 보라색꼬마:
Aww I'm so sorry :(
Now using Spell C seems to cast the Attack animation (it casts the guns on the head of the model). The"Attack" the animation causes the model to use the variety of melee attacks animation (the 3 of them), still with the broken left pinch.
Maybe someone else could test it to confirm that it's not my editor that's going berserk or something. Know that, I totally dont want you to start over 1000 times, I'm sure you are getting weary of fixing it eheh... but well that's unfortunate now !
I'm contacting you on discord, this will shorten the replies.
ABSOLUTELY AMAZING STUFF LOVE IT
How do I make the crab animations work?
In reply to scyonfaux:
You have to work it on the unit's actor. If you need advices, I can show you how I built up mine, there's some tricky stuff about the burrow part to make it sync with the morph ability's duration.
Damn, that's some great stuff you got here.
I especially like the Umojan artillery crab and the Umojan plasma cannon tank.
Great job!
That's the most fearsome looking crab I've seen since the crabs from Dark Souls 3...