Hello, I would like to request list for all bones and description what for is specific bone/attachment is used for.
And if I create 1 unit with 2 actors, legs and torso. On what bone is torso attached... etc.
from what i can tell when using multiple actors for a single unit, basically the actors ignore eachother, as in, if you have a 'legs' and a 'torso' model, where they are positioned are independent of one another. so theyll position depending on how you modlers lay it out compared tothe 'center' and animate in regards to what 'bones' etc... you attach them to with each model. im probably not understanding you correctly as i know youre a moddler but from what i gather of your question, they are attached to what you assign them to.
now if youre wanting a 'list' of the specific bones that deal with each sc2 units 'legs' and 'torso' well, no help here on that! but id imagine being a modler you could just delete a bone, and run the anim and see if the legs still move, and when you delete something that breaks the legs animation, then youd know what bones are attached to the legs animation.
Well I name name of bones that sc2 engine uses. Coz I hear its a bit different from wc3. Its not bone_chest but its bone_center in SC2. Or something similar.
I need that list so I can set skeleton of models.
I dont know how flexible GE or SC2 is.
The unfortunate truth is what Blizzard is using right now is not consistent between models. Export a bunch of different models and see for yourself, their naming conventions of bones are not all the same from unit to unit. It's very unorganized to be honest.
Hello, I would like to request list for all bones and description what
for is specific bone/attachment is used for. And if I create 1 unit with
2 actors, legs and torso. On what bone is torso attached... etc.
You can check this out by going to the data editor...
Check out the Data Editor->Turret (every turret has its associated actor linked to it, this will find you actor names)
Now head to Data Editor->Actor (search by the name of one of the turret actors... I believe they have a bone field, for siege tank (tank mode)) its something allong the lines of TurretZ. (As a side note, mouse over the attribute and it gives you a tooltip with a requirement for the bone (soft or somesuch, can't rember and dont know the jargon)...
This (and inspecting the siege tank model in the preview window or a 3rd party program) will give you enough info for what you need.
If no one has done this by tonight ill edit this post when I get home and can find it out for you myself.
Well I name name of bones that sc2 engine uses. Coz I hear its a bit
different from wc3. Its not bone_chest but its bone_center in SC2. Or
something similar.
Your best bet is simply to...
Create a unit in the galaxy editor
Go to the menubar at the top of hte window and go Window->Preview Window
Now click the unit you created in the galaxy editor (or click the unit type in the unit tab OR search for the unit in the preview window search)
This will let you pruse the models details (textures, bones, attachemnt points e.t.c)
For the siege tank (tank mode) look for something along the lines of turretZ for the turret bone. (as the name implys it is in the Z axis so can only do Yaw and not Pitch/Roll...)
Bone names don't seem to have any convention at all, so I wouldn't worry too much about what you name them. Attachments do however have a naming convention, you need to give them a certain name so that you can attach new models to them. The next update for the model importer/export will add a new attachment object that will have a drop down list so you can pick the attachment ID you want.
On this topic, I plan on designing a cool kinda plugin at some point that allows you to transfer animations from one model to another aslong as you provide bones that correlate from the old model to the new model. Infact this should be an inherent feature in 3ds Max itself, but I can't find it anywhere. It's lucky 3ds max has maxscript to cover up some of its blatant missing features :P. The idea is you can import the bones from another model, any other model, into a scene then copy and paste their animation data from its bones to your new models bones and get a reasonable duplication of the animation. This means you could animate the marine with ghost animations for example, since their bone structures are quite similar.
Ok, so bone naming isnt important. tho, I will try to use SC2 names. (Bone_Center, Bone_Head, Bone_Origin...)
As for attachment points, seems like they are named like: Ref_Weapon 01, Ref_Weapon 02...
In 3dsmax I create pointer at some position. I name it Ref_Weapon 01, and make some bone parent of that point helper. But when I export its attachment points arent there...
Can I link more pointers on 1 bone, since I use only 1 bone for that model, or I have to create bone for each attachment ?
Tho I tried making model, creating bone, that is skinned to the model, all verts are on that bone. Then I made origin bone, and 2 bones for attachment, then I made 2 pointers and called them Ref_Weapon 01 and 02. Linked them to those 2 bones. Linked those 2 bones and center bone to origin bone.
Added those 3 bones to skin modifier but no weight on those 3 bones. Only center bone has weight.
Anyone got attachment points working ?
Yes there is option in max that can transfer animations, skin envelopers, etc.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello, I would like to request list for all bones and description what for is specific bone/attachment is used for. And if I create 1 unit with 2 actors, legs and torso. On what bone is torso attached... etc.
from what i can tell when using multiple actors for a single unit, basically the actors ignore eachother, as in, if you have a 'legs' and a 'torso' model, where they are positioned are independent of one another. so theyll position depending on how you modlers lay it out compared tothe 'center' and animate in regards to what 'bones' etc... you attach them to with each model. im probably not understanding you correctly as i know youre a moddler but from what i gather of your question, they are attached to what you assign them to.
now if youre wanting a 'list' of the specific bones that deal with each sc2 units 'legs' and 'torso' well, no help here on that! but id imagine being a modler you could just delete a bone, and run the anim and see if the legs still move, and when you delete something that breaks the legs animation, then youd know what bones are attached to the legs animation.
Well I name name of bones that sc2 engine uses. Coz I hear its a bit different from wc3. Its not bone_chest but its bone_center in SC2. Or something similar.
I need that list so I can set skeleton of models.
I dont know how flexible GE or SC2 is.
EDIT:
Picture here: http://img46.imageshack.us/img46/6825/mechskeleton.png
The unfortunate truth is what Blizzard is using right now is not consistent between models. Export a bunch of different models and see for yourself, their naming conventions of bones are not all the same from unit to unit. It's very unorganized to be honest.
You can check this out by going to the data editor...
Check out the Data Editor->Turret (every turret has its associated actor linked to it, this will find you actor names)
Now head to Data Editor->Actor (search by the name of one of the turret actors... I believe they have a bone field, for siege tank (tank mode)) its something allong the lines of TurretZ. (As a side note, mouse over the attribute and it gives you a tooltip with a requirement for the bone (soft or somesuch, can't rember and dont know the jargon)...
This (and inspecting the siege tank model in the preview window or a 3rd party program) will give you enough info for what you need.
If no one has done this by tonight ill edit this post when I get home and can find it out for you myself.
Your best bet is simply to...
For the siege tank (tank mode) look for something along the lines of turretZ for the turret bone. (as the name implys it is in the Z axis so can only do Yaw and not Pitch/Roll...)
@tigerija: Go
Bone names don't seem to have any convention at all, so I wouldn't worry too much about what you name them. Attachments do however have a naming convention, you need to give them a certain name so that you can attach new models to them. The next update for the model importer/export will add a new attachment object that will have a drop down list so you can pick the attachment ID you want.
On this topic, I plan on designing a cool kinda plugin at some point that allows you to transfer animations from one model to another aslong as you provide bones that correlate from the old model to the new model. Infact this should be an inherent feature in 3ds Max itself, but I can't find it anywhere. It's lucky 3ds max has maxscript to cover up some of its blatant missing features :P. The idea is you can import the bones from another model, any other model, into a scene then copy and paste their animation data from its bones to your new models bones and get a reasonable duplication of the animation. This means you could animate the marine with ghost animations for example, since their bone structures are quite similar.
thats gonna be a nice update!!!
Ok, so bone naming isnt important. tho, I will try to use SC2 names. (Bone_Center, Bone_Head, Bone_Origin...)
As for attachment points, seems like they are named like: Ref_Weapon 01, Ref_Weapon 02... In 3dsmax I create pointer at some position. I name it Ref_Weapon 01, and make some bone parent of that point helper. But when I export its attachment points arent there... Can I link more pointers on 1 bone, since I use only 1 bone for that model, or I have to create bone for each attachment ? Tho I tried making model, creating bone, that is skinned to the model, all verts are on that bone. Then I made origin bone, and 2 bones for attachment, then I made 2 pointers and called them Ref_Weapon 01 and 02. Linked them to those 2 bones. Linked those 2 bones and center bone to origin bone. Added those 3 bones to skin modifier but no weight on those 3 bones. Only center bone has weight. Anyone got attachment points working ?
Yes there is option in max that can transfer animations, skin envelopers, etc.