http://img810.imageshack.us/i/reaverprobs.jpg/
reference pic.
[22:26] <Dhaminater> my problem ->
[22:26] <Dhaminater> somebody help really apreciated
[22:27] <Dhaminater> reaver goes through other units in the front part of the model except for the body part
[22:28] <Dhaminater> and the mouse can be anywhere around it making it selectable instead of directly .selectable
All attachment points need to be named properly and linked to their nearest bone. The list of acceptable attachment names is too long to list here, but needless to say I recommend looking at the Probe/SCV models to get an idea of the required ones.
Use SC2 units as an example. Open up 3-4 different vehicle type units in 3DS max and take a look at the attachment points, their locations, what they're parented/attached to, and what names they are.
The simplest and quickest way I found to get the attachment points I needed was directly taking them from an existing unit that had everything I needed set up. Everything worked and was generally in the right place (had to move a few to fit).
You can simply link attachments to bones. They don't need to be right on the bone, so you can have attachments wherever you want it and still be linked.
Almost got it. But Im still having a problem where the cursor can look at the target indirectly. ( point 5cm away and still shows as selectable)
Another problem is slightly the front and the back have no collision. But at least the front looks a lot better I mean alot. I fixed a bit of collision
So far what I have on my model is
ref_origin
ref_target
ref_head
red_center
ref_hardpoint
red_overhead
don't know what hardpoint means .
This is a picture of what I've done so far with the attachments
probs still
Little fix in the front part of the model collision. But still remains.
small part of tail not colliding
problem where the cursor can look at the target indirectly. ( point 5cm away and still shows as selectable)
Anyway, I had the same problem as the original poster (the reaver model was too far forward so the head didn't have proper collision). What I did was I created a site operation (local offset) actor to offset the reaver in the y direction and then I added the actor to Host Site Operations in my reaver hero's actor. It solves the problem that the original poster had.
However the problem with this method is that it moves the selection circle back. Also as there are no attachment points on the model I am using so I cannot attach shield actors to my reaver and do other things that involve attachment points.
So to conclude, I really need a reaver model with attachment points. I don't have 3d max or some other 3d modeling program and I don't think it would make sense to buy one just to add attachment points to a model. If blizzard doesn't release a reaver model in their patch tomorrow (which they probably won't), could Dhaminator please provide the model file so I could use it?
Edit: btw, the head attachment point should be moved further to the right so its closer to the reaver's head. It also might make sense to place a weapon attachment point near the 'mouth' of the reaver.
http://img810.imageshack.us/i/reaverprobs.jpg/ reference pic. [22:26] <Dhaminater> my problem -> [22:26] <Dhaminater> somebody help really apreciated [22:27] <Dhaminater> reaver goes through other units in the front part of the model except for the body part [22:28] <Dhaminater> and the mouse can be anywhere around it making it selectable instead of directly .selectable
@Dhaminater: Go
L2attachmentpoints. They're not just for weapons you know.
oh then I would just need to link them? its in helpers tab > starcraft 2 objects > then attachment points? thanks man for replying
@Dhaminater: Go
All attachment points need to be named properly and linked to their nearest bone. The list of acceptable attachment names is too long to list here, but needless to say I recommend looking at the Probe/SCV models to get an idea of the required ones.
Okay I don't get how to do this . I created an attachment point . Then what Scv : It shows a small box in the middle of the box. How do I do that?
Use SC2 units as an example. Open up 3-4 different vehicle type units in 3DS max and take a look at the attachment points, their locations, what they're parented/attached to, and what names they are.
The simplest and quickest way I found to get the attachment points I needed was directly taking them from an existing unit that had everything I needed set up. Everything worked and was generally in the right place (had to move a few to fit).
damn I dont know how to link attachments into the bones. Animation attachment constraint? Idk
You can simply link attachments to bones. They don't need to be right on the bone, so you can have attachments wherever you want it and still be linked.
Almost got it. But Im still having a problem where the cursor can look at the target indirectly. ( point 5cm away and still shows as selectable) Another problem is slightly the front and the back have no collision. But at least the front looks a lot better I mean alot. I fixed a bit of collision
So far what I have on my model is ref_origin ref_target ref_head red_center ref_hardpoint red_overhead don't know what hardpoint means .
This is a picture of what I've done so far with the attachments probs still Little fix in the front part of the model collision. But still remains. small part of tail not colliding problem where the cursor can look at the target indirectly. ( point 5cm away and still shows as selectable)
I'm in-love. This is awesome dude!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hi,
I recently finished a reaver hero for my custom map, hero attack. Everything works well but I needed a model so I used the one from this thread.
http://forums.sc2mapster.com/development/artist-tavern/5796-resolved-can-you-convert-a-wc3-model-for-me/
Anyway, I had the same problem as the original poster (the reaver model was too far forward so the head didn't have proper collision). What I did was I created a site operation (local offset) actor to offset the reaver in the y direction and then I added the actor to Host Site Operations in my reaver hero's actor. It solves the problem that the original poster had.
However the problem with this method is that it moves the selection circle back. Also as there are no attachment points on the model I am using so I cannot attach shield actors to my reaver and do other things that involve attachment points.
So to conclude, I really need a reaver model with attachment points. I don't have 3d max or some other 3d modeling program and I don't think it would make sense to buy one just to add attachment points to a model. If blizzard doesn't release a reaver model in their patch tomorrow (which they probably won't), could Dhaminator please provide the model file so I could use it?
Edit: btw, the head attachment point should be moved further to the right so its closer to the reaver's head. It also might make sense to place a weapon attachment point near the 'mouth' of the reaver.