Thank you guys, it'll be another day or so before I can release a version to the public.. need to do a lot of testing... already found that the skinning sucks big time, so I need to review that. But if it doesn't get corrected soon, I'll probably release it as a beta or something
I'm not going to add anything to the script at this time just make it robust and easy to use and understand, so that people that want to play around in it, can do that.
WOOOOOOOOOOOOOOOOOOOOOOOOT !!!! ( jumps on desk and does a backflip !! )
FINALLY it WORKS !!! Animations are supported !!! After months of f*g breaking my head, throwing pens around, cursing the paint of my walls, reading other guys codes (without understanding), etc.... my script imports animations from Starcraft 2 AND Heroes of the Storm!!!
And yes it does support m3a files !
Lots of caveats still but I will work on that before throwing it into the wild :)
This is indeed a great step forward !
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SC2 Modeling and Texturing pipeline
Ok, so I found out why the hero animations are so weird...
the set of animation sequences (SEQ) do not match the number of animations in the collection (STC)
the set of sequence groups hold multiple collections for one sequence
I read through the Art Tools documentation and found that the animation sequences can contain splitbody animations as subanimation stracks
Ok in layman's terms it means that for example the run animation is set up in 2 pieces, one for the animation of the legs and one for the animation of the upper body, and they are combined into one running animation
the names are like Walk A_Lowerbody and Walk A_Full, where the Lowerbody and Full point to a split animation for the Walk A animation sequence... pffff
this is giving me another headache =(
For now I'll be pulling all the animations as a seperate sequence, not a combined one, well that's the idea anyway
But sadly i can`t get script to work =(. I`m using x64 version of MAX. Tried to import War3_HDArchmage, War3HDBlademaster, and some doodads from blizzards war3 art asset. Tried to import without bones or anims of materials, and all the time i get error: " Type error: Call needs function or calss, got: undefined".
What form of error report should i send to you, if u need it?
The splitbody animation is for stuff like directional blending. It's what allows heads and stuff to turn to face targets, except you can do it with the upper body like in counterstrike. It would be useful for things like TPS and FPS where you wanted the model to more accurately follow aiming. I can see leaving them as-is being useful. At least, I think you can do that in sc2. You can do it with individual actors at least, iirc.
It also has uses in crossblending animations. Like firing and walking.