After a serious bout of insomnia brought on by summer heat, bad neighbors, and Dr. Pepper, I finally got the gumption in me to make my own model. It's not the greatest by any stretch of imagination, but it's mine and done and that's what matters to me.
...well, almost done. I've tripped over just inches from the finish line with the model's animations. Early on, I'd gotten the idea in me to work with LookAt and Path constraints to streamline the process of making a hovertank look a little more lively. I scrapped those ideas almost as soon as I'd started working with them thanks to a lack of understanding and a (badly misplaced) pride in manual labor.
I stand now with a fully modelled, texture-wrapped, and animated armored fighting vehicle ready for prime time as a unit, but those early ideas have finally come back to bite me. From what I'm stitching together in my head, it would seem those constraints modified the controllers for a few critically important bones (read: nearly everything animated on the vehicle) and now exporting is tossing their animations. Trying to switch the animation controllers in 3DS Max does the same; I'm left with a dull and lifeless tank ambivalent about flying or exploding.
I'm at a loss here. I don't have much experience at all with the software and I haven't a clue if it's even possible to port over these animations to the correct controllers without even more headaches involved than recreating them from scratch.
The question I have is obvious, of course; is it possible to rescue what I have and set it right with the exporter?
Animation Controllers are great when modeling/animating for UDK or Unity3D, or CGI, but, Blizzard rarely uses animation controllers, I only saw them use it for knee positioning on some of the humanoid models. That said, you could select only the bones, not the animation controllers or helpers, and add a animation key to them on the timeline, so that, even if you remove the controllers, everything should still work just fine.
Actually went ahead and redid the animations from scratch, but the effort's appreciated. Now I just need to figure out if I can't get this turret to play by my rules. I'd set it to ignore inheritance from the chassis' rotation, but the exported product is doing just that.
Apologies about the delay. Redoing the animations threw my focus from this thread and I sort of, well, forgot about it.
It's not the greatest and it relies on the Terran Goliath's texture for convenience's sake, but it's my first original work and I'm mostly happy with the results.
Nice, I really like it! very creative use of the goliaths texturing. :) I might try making something terran related some day, I guess I just like zerg mostly though.
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After a serious bout of insomnia brought on by summer heat, bad neighbors, and Dr. Pepper, I finally got the gumption in me to make my own model. It's not the greatest by any stretch of imagination, but it's mine and done and that's what matters to me.
...well, almost done. I've tripped over just inches from the finish line with the model's animations. Early on, I'd gotten the idea in me to work with LookAt and Path constraints to streamline the process of making a hovertank look a little more lively. I scrapped those ideas almost as soon as I'd started working with them thanks to a lack of understanding and a (badly misplaced) pride in manual labor.
I stand now with a fully modelled, texture-wrapped, and animated armored fighting vehicle ready for prime time as a unit, but those early ideas have finally come back to bite me. From what I'm stitching together in my head, it would seem those constraints modified the controllers for a few critically important bones (read: nearly everything animated on the vehicle) and now exporting is tossing their animations. Trying to switch the animation controllers in 3DS Max does the same; I'm left with a dull and lifeless tank ambivalent about flying or exploding.
I'm at a loss here. I don't have much experience at all with the software and I haven't a clue if it's even possible to port over these animations to the correct controllers without even more headaches involved than recreating them from scratch.
The question I have is obvious, of course; is it possible to rescue what I have and set it right with the exporter?
Animation Controllers are great when modeling/animating for UDK or Unity3D, or CGI, but, Blizzard rarely uses animation controllers, I only saw them use it for knee positioning on some of the humanoid models. That said, you could select only the bones, not the animation controllers or helpers, and add a animation key to them on the timeline, so that, even if you remove the controllers, everything should still work just fine.
Hope this helps
And, show us the model :p T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Actually went ahead and redid the animations from scratch, but the effort's appreciated. Now I just need to figure out if I can't get this turret to play by my rules. I'd set it to ignore inheritance from the chassis' rotation, but the exported product is doing just that.
Apologies about the delay. Redoing the animations threw my focus from this thread and I sort of, well, forgot about it.
It's not the greatest and it relies on the Terran Goliath's texture for convenience's sake, but it's my first original work and I'm mostly happy with the results.
Nice, I really like it! very creative use of the goliaths texturing. :) I might try making something terran related some day, I guess I just like zerg mostly though.