When importing a unit that has preloaded animations on it, how do i access these and set them to the corresponding animations. Example: I want to set my imported unit's attack animation.
If you're talking about 3ds Max unit importing using the .m3 script :
There's a specific script for that as a part of the .m3 tools. Run the .m3 Sequences script, and it should have all the relevant information for animation sequences. What this allows you to do is set the timeline range for each animation, and lets you name them appropriately. If you need an example, just load up any unit from SC2 into 3ds Max and take a look. Make sure you use SC2's animation naming system (Stand, Stand 02, Walk, etc) or else the game won't recognize them. You can use custom names for animations, but you would only be able to access those specific animations through triggers or abilities.
If you're talking about the Editor, then I don't know.
Do you have to have the animation in the same timeline range or could I add, for example, a new animation to the end and rename it to attack 02 and then delete the original attack 02 and make my own animation at the end?
You set the time range under each animation name. You don't even have to delete the animations on the timeline, just point the Sequence timeline range to your new animation.
The tool you are referring to is Nintoxicated's right? Or a different tool? I've tried exporting an animated unit I made with an animation named "Stand" with the times set and it didn't work and I assumed the exporter didn't fully support exporting animations yet.. but I'll try again if this is the tool you're talking about.
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Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
As an example, take note of point 2 on this screenshot. After you've installed the plugins you should be able to do this to import your .m3 model. After you've imported it, a new series of things you'll be able to do will appear on that side bar, including animations with their names and times etc.
Yeah, that's nintoxicated's plugin and what I used but even when setting it to export animations, even if the animations actually do export it seems like SC2 can't access the exported data for animations. I've made a stand animation where something should just spin in a circle, put it in the game and nothing. It just sits there.
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Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
Oh. Well if you reimport that way, if someone were to download your map, they wouldn't be downloading ur custom animations so I can do things that way unless there's something I'm missing.
When naming a stand animation you simply call it "Stand" (Without the quotes) correct? It's not like _Stand or anything special like that, or maybe it's case sensitive? =/ I'd really like to get this animation thing figured out, I've been sitting around thinking that getting animations imported simply wasn't supported by any tools right now, but if it is I could start kickin butt with it right away =D
Rollback Post to RevisionRollBack
Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
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When importing a unit that has preloaded animations on it, how do i access these and set them to the corresponding animations. Example: I want to set my imported unit's attack animation.
If you're talking about 3ds Max unit importing using the .m3 script :
There's a specific script for that as a part of the .m3 tools. Run the .m3 Sequences script, and it should have all the relevant information for animation sequences. What this allows you to do is set the timeline range for each animation, and lets you name them appropriately. If you need an example, just load up any unit from SC2 into 3ds Max and take a look. Make sure you use SC2's animation naming system (Stand, Stand 02, Walk, etc) or else the game won't recognize them. You can use custom names for animations, but you would only be able to access those specific animations through triggers or abilities.
If you're talking about the Editor, then I don't know.
@Triceron: Go
Do you have to have the animation in the same timeline range or could I add, for example, a new animation to the end and rename it to attack 02 and then delete the original attack 02 and make my own animation at the end?
You set the time range under each animation name. You don't even have to delete the animations on the timeline, just point the Sequence timeline range to your new animation.
The tool you are referring to is Nintoxicated's right? Or a different tool? I've tried exporting an animated unit I made with an animation named "Stand" with the times set and it didn't work and I assumed the exporter didn't fully support exporting animations yet.. but I'll try again if this is the tool you're talking about.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
If I'm not mistaken, I think he's referring to using these plugins with Autodesk 3Ds Max
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
As an example, take note of point 2 on this screenshot. After you've installed the plugins you should be able to do this to import your .m3 model. After you've imported it, a new series of things you'll be able to do will appear on that side bar, including animations with their names and times etc.
@Telik0: Go
Yeah, that's nintoxicated's plugin and what I used but even when setting it to export animations, even if the animations actually do export it seems like SC2 can't access the exported data for animations. I've made a stand animation where something should just spin in a circle, put it in the game and nothing. It just sits there.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
@VindicatorDX: Go
I haven't had any problems exporting animations, but I was reimporting the models to sc2 via MPQ editing, not through the sc2 editor.
@Telik0: Go
Oh. Well if you reimport that way, if someone were to download your map, they wouldn't be downloading ur custom animations so I can do things that way unless there's something I'm missing.
When naming a stand animation you simply call it "Stand" (Without the quotes) correct? It's not like _Stand or anything special like that, or maybe it's case sensitive? =/ I'd really like to get this animation thing figured out, I've been sitting around thinking that getting animations imported simply wasn't supported by any tools right now, but if it is I could start kickin butt with it right away =D
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.