when you say the animations "not working":
are you unable to see the sequence?
Model is not doing any movements?
Bones and Geometry are distorted/out of place?
- Export FPS: this should be the same as your timescale in 3DS MAX.
I recommend using the Default of 30fps
average animation lengths for SC2 units are 1/2 - 3 secs (15-90 frames@30fps)
Stand and Walk animations should be looping. All others should not
Your First Animation Sequence should start on or after Frame 3
Animations in the SC2 Map Editor are read at 1000fps
3ds Max timescale works in multiples of 3, and can only be set as close as 960 or 1200fps
There are Two Work arounds for this:
In SC2 Map Editor:
Data Editor (F7) > Models Tab > (Model to Replace) > Animation Speed, Set to 0.03 (1.0000 is 1000fps)
In 3DS MAX:
Export Model @ 30fps
New Project or New window of 3ds Max
Import Model @ 1000fps
Export Model @ 1000fps
- Base Pose:0
also known as your "T" pose for humanoid characters, bones and mesh in rigging position, frame 0
- Base Sequence: 1*
your Stand Sequence, check Sequence Index for Number*
- Frequency: percentage that select animation will be played among multiple variances
Only used if you have variety of a single animation (Example: 3 different walk cycles; Walk 01, Walk 02, Walk 03 )
- Move Speed: Speed at which a Walk Cycle is designed to move at, is Adjusted by SC2 Editor accordingly
Mainly used for Walk animations.
If you set the walk speed in the Sc2 Editor above Move Speed, animation speed will be increased
If walk speed in Sc2 Editor is Below, animations will be slowed
0.0 is null, animations will not be changed by editor
when you say the animations "not working":
are you unable to see the sequence?
Model is not doing any movements?
Bones and Geometry are distorted/out of place?
I wanted to export with three animations, stand, build and sell, but I cant choose sell as an animation in the previewer, even though it shows up as one of the sequences mentioned in the pane above the animation timelines in the previewer
- Export FPS: this should be the same as your timescale in 3DS MAX.
I recommend using the Default of 30fps
average animation lengths for SC2 units are 1/2 - 3 secs (15-90 frames@30fps)
Stand and Walk animations should be looping. All others should not
Your First Animation Sequence should start on or after Frame 3
Animations in the SC2 Map Editor are read at 1000fps
3ds Max timescale works in multiples of 3, and can only be set as close as 960 or 1200fps
There are Two Work arounds for this:
In SC2 Map Editor:
Data Editor (F7) > Models Tab > (Model to Replace) > Animation Speed, Set to 0.03 (1.0000 is 1000fps)
In 3DS MAX:
Export Model @ 30fps
New Project or New window of 3ds Max
Import Model @ 1000fps
Export Model @ 1000fps
- Base Pose:0
also known as your "T" pose for humanoid characters, bones and mesh in rigging position, frame 0
- Base Sequence: 1*
your Stand Sequence, check Sequence Index for Number*
- Frequency: percentage that select animation will be played among multiple variances
Only used if you have variety of a single animation (Example: 3 different walk cycles; Walk 01, Walk 02, Walk 03 )
- Move Speed: Speed at which a Walk Cycle is designed to move at, is Adjusted by SC2 Editor accordingly
Mainly used for Walk animations.
If you set the walk speed in the Sc2 Editor above Move Speed, animation speed will be increased
If walk speed in Sc2 Editor is Below, animations will be slowed
0.0 is null, animations will not be changed by editor
Thank you that was very helpful, I finally managed to get a model imported with some of the animation working
Next I have to work on figuring out how to get a new functioning object into the game, Joy.so you might hear more from me over the next few days
I wasn't working with the IK solver, I was working with models I made for"The Red Alert" a total conversion mod I worked on for Red Alert 3 for experimenting purposes because they already had textures and animation
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@TrueTsumetai: Go
when you say the animations "not working":
are you unable to see the sequence?
Model is not doing any movements?
Bones and Geometry are distorted/out of place?
If you are trying to use an IK system, IKs are not supported by the exporter. You will need to bake in your movements.
I wrote a How-To in another thread here: http://www.sc2mapster.com/forums/development/artist-tavern/30367-solved-ik-solver-doesnt-affect-animation-after-export/#p3
Values:
- Export FPS: this should be the same as your timescale in 3DS MAX.
I recommend using the Default of 30fps
average animation lengths for SC2 units are 1/2 - 3 secs (15-90 frames@30fps)
Stand and Walk animations should be looping. All others should not
Your First Animation Sequence should start on or after Frame 3
Animations in the SC2 Map Editor are read at 1000fps
3ds Max timescale works in multiples of 3, and can only be set as close as 960 or 1200fps
There are Two Work arounds for this:
In SC2 Map Editor:
Data Editor (F7) > Models Tab > (Model to Replace) > Animation Speed, Set to 0.03 (1.0000 is 1000fps)
In 3DS MAX:
Export Model @ 30fps
New Project or New window of 3ds Max
Import Model @ 1000fps
Export Model @ 1000fps
- Base Pose:0
also known as your "T" pose for humanoid characters, bones and mesh in rigging position, frame 0
- Base Sequence: 1*
your Stand Sequence, check Sequence Index for Number*
- Frequency: percentage that select animation will be played among multiple variances
Only used if you have variety of a single animation (Example: 3 different walk cycles; Walk 01, Walk 02, Walk 03 )
- Move Speed: Speed at which a Walk Cycle is designed to move at, is Adjusted by SC2 Editor accordingly
Mainly used for Walk animations.
If you set the walk speed in the Sc2 Editor above Move Speed, animation speed will be increased
If walk speed in Sc2 Editor is Below, animations will be slowed
0.0 is null, animations will not be changed by editor
Formally Kinkycactus
I wanted to export with three animations, stand, build and sell, but I cant choose sell as an animation in the previewer, even though it shows up as one of the sequences mentioned in the pane above the animation timelines in the previewer
Thank you that was very helpful, I finally managed to get a model imported with some of the animation working Next I have to work on figuring out how to get a new functioning object into the game, Joy.so you might hear more from me over the next few days I wasn't working with the IK solver, I was working with models I made for"The Red Alert" a total conversion mod I worked on for Red Alert 3 for experimenting purposes because they already had textures and animation