I am having trouble setting the start times for animations in a custom model. If you view an m3 model in the cutscene editor and go to Window->Model Data, you can see all of the animation sequences. Each animation sequence has a start time and a length. As far as I know, all of the native SC2 models have start times of 0. My custom model, however, uses nonzero start times. Unfortunately, these appear to be ignored in-game.
For example, the first part of my animation is a stand animation, and the second part is a walk. So if my unit is standing, the animation plays correctly. However, if my unit is walking, the entire stand animation plays once before each walk animation, as if the start time for the walk animation was also zero. Interestingly, the animations do end when they are supposed to; that is, they loop back at start time + length, not at 0 + length, which seems to suggest that the game actually stores a start time and an end time, not a start time and a length.
Ultimately, I will probably modify the animations themselves so that they have start times of 0, but I'd like to know if anyone else has experienced this problem or knows of a fix.
What exactly do you mean Start times of '0'? Do you mean 0 of the timeline? Because technically 0 is supposed to be set as your bind pose, 1 is starting pose, and you should be starting any and all animations after that.
Maybe the animations starting at 0 is conflicting with the bind pose, if that's what you mean.
Yes, these are times in some larger animation that contains the other animations as intervals. As far as I know, all Blizzard m3 files have animations that start at zero (you can check yourself in the cutscene editor), and my animations that do start at zero work fine.
Did you add the proper sequences in the M3-Sequence section? Did you mark the stand and walk animations as looping (also in M3-Sequence dialog)?
If you import Blizzard's model into max you can see that they don't start at 0.
You may see the beginning of the animations to be always set to 0 in the editor but if you take a look in max you'll see that both custom and Blizzard models don't.
I am having trouble setting the start times for animations in a custom model. If you view an m3 model in the cutscene editor and go to Window->Model Data, you can see all of the animation sequences. Each animation sequence has a start time and a length. As far as I know, all of the native SC2 models have start times of 0. My custom model, however, uses nonzero start times. Unfortunately, these appear to be ignored in-game.
For example, the first part of my animation is a stand animation, and the second part is a walk. So if my unit is standing, the animation plays correctly. However, if my unit is walking, the entire stand animation plays once before each walk animation, as if the start time for the walk animation was also zero. Interestingly, the animations do end when they are supposed to; that is, they loop back at start time + length, not at 0 + length, which seems to suggest that the game actually stores a start time and an end time, not a start time and a length.
Ultimately, I will probably modify the animations themselves so that they have start times of 0, but I'd like to know if anyone else has experienced this problem or knows of a fix.
What exactly do you mean Start times of '0'? Do you mean 0 of the timeline? Because technically 0 is supposed to be set as your bind pose, 1 is starting pose, and you should be starting any and all animations after that.
Maybe the animations starting at 0 is conflicting with the bind pose, if that's what you mean.
Yes, these are times in some larger animation that contains the other animations as intervals. As far as I know, all Blizzard m3 files have animations that start at zero (you can check yourself in the cutscene editor), and my animations that do start at zero work fine.
Did you add the proper sequences in the M3-Sequence section? Did you mark the stand and walk animations as looping (also in M3-Sequence dialog)? If you import Blizzard's model into max you can see that they don't start at 0.
You may see the beginning of the animations to be always set to 0 in the editor but if you take a look in max you'll see that both custom and Blizzard models don't.
Just observe :)
For the record, I am using println's m3addon for blender.
Also, my start and end times all appear as they should in the cutscene editor.