This isn't really a request more of me pointing something out. If I could really model I'd try to do this. But has anyone considered giving the SM unit models animations? I don't mean making animations for them I mean more like attaching their mesh to their counterparts bone structure so that it has unit animations. This would definitely make some nice looking cutscenes to say the very least of what could be done with them. Anyway I'd like to think someone has already done, tried, or is considering doing this.
Ive noticed that when you attach the mesh of the SM models to the bone structure of their ingame counterparts, it degrades the quality of the SM model overall - the animations are just not made to look good with those models. Also, you have to considere that 3ds max and Blender doesnt seem to properelly export all the texture maps for the SM models, which makes them look considerably worse.
However, if you want to make a full on mod using only HD models, I agree that it can probably save alot of time to just use the animations from existing models and putting them on SM models instead of making fully new animations for them like I did, even if it hurts the quality of the models when compared to just making custom animations for them.
You can use SM model's bone but in-game model's animation, that's could be a solution.
For that you have to rename the bones and export the model again, which leads to the problem I just described and doesnt make the ingame animations look any better. Im not saying that people shouldnt do it, Im just saying it wont look as good as actual SM models.
No, that's not necessary. You can make m3a file for original SM models.
Yes, but then you cant use in-game model animations, because they wont work for the SM models unless those are modified. That you can make m3a files for SM models is very clear to me, as Ive been doing it for some time now.
Well, I haven't translate in-game model's animation to SM models through m3a before, instead I translated some other models' animation (you can see the source in the background video). The m3a is made by 3dsmax, and fit the Blizzard's SM_Nova.m3 well. Using another animation source/Making an m3a doesn't mean it can only fit the modified model.
But sometime modified SM model can work better, add HitTests, Vol and Ref attachments and Behaviors don't cost much time but can make the model easier to be used, but that's another story I guess.
Well, I haven't translate in-game model's animation to SM models through m3a before, instead I translated some other models' animation (you can see the source in the background video). The m3a is made by 3dsmax, and fit the Blizzard's SM_Nova.m3 well. Using another animation source/Making an m3a doesn't mean it can only fit the modified model.
But sometime modified SM model can work better, add HitTests, Vol and Ref attachments and Behaviors don't cost much time but can make the model easier to be used, but that's another story I guess.
I assume you made that animation yourself? Making an m3a with an entirely new animation for an SM model and using that is an entirely different matter from just using ingame models animations, which wont work because they are made for bones with different names and different properties. Unless there is some way of changing what bones the animation is referring to, I dont see a way to pull this off without renaming the bones of the actual SM model.
To be honest I don't notice to much of a difference and to be honest it'd be far easier than making full on custom animations for them. The loss of quality is noticeable but only if you decide to look for it.
Why you think it is impossible? Thanks for PrintIn we have used this method years ago.
We can do this between models with different bone's name, Rig or even different number of legs.
This isn't really a request more of me pointing something out. If I could really model I'd try to do this. But has anyone considered giving the SM unit models animations? I don't mean making animations for them I mean more like attaching their mesh to their counterparts bone structure so that it has unit animations. This would definitely make some nice looking cutscenes to say the very least of what could be done with them. Anyway I'd like to think someone has already done, tried, or is considering doing this.
Cool idea, especially if someone is doing a third person shooter or first person shooter :)
Btw, which model is that ( I mean the name of the model file) ?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
SC2: HD mode enabled. lol that would be really awesome if we had high def for all units.
Well, Ive actually made a complete custom set of animations for the SM Marine and SM Viking model for my map "MOTD: Psionic Warfare", which can be found here: http://www.sc2mapster.com/forums/resources/project-workplace/53226-tps-motd-psionic-warfare-viking-storm-addon-cinematic/
Ive noticed that when you attach the mesh of the SM models to the bone structure of their ingame counterparts, it degrades the quality of the SM model overall - the animations are just not made to look good with those models. Also, you have to considere that 3ds max and Blender doesnt seem to properelly export all the texture maps for the SM models, which makes them look considerably worse.
However, if you want to make a full on mod using only HD models, I agree that it can probably save alot of time to just use the animations from existing models and putting them on SM models instead of making fully new animations for them like I did, even if it hurts the quality of the models when compared to just making custom animations for them.
@Crainy: Go
Dude just saw that, I love it!! Can we download this somewhere?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
You can play it on Battle.net, but not download it, no.
@Crainy: Go
Meh I found all of those models (minues your extra .m3as) on THIS website a long time ago. I'm looking for more and or newer models.
@TaylorMouse: Go
I'm not sure of the actual model name (it's a warpig) I snagged the image from the aforementioned website.
Yeah, that site has some semi-decent SM models with normal unit animations. However, they all suffer from the problems I described earlier.
@Crainy: Go
You can use SM model's bone but in-game model's animation, that's could be a solution.
For that you have to rename the bones and export the model again, which leads to the problem I just described and doesnt make the ingame animations look any better. Im not saying that people shouldnt do it, Im just saying it wont look as good as actual SM models.
@Crainy: Go
No, that's not necessary. You can make m3a file for original SM models.
Yes, but then you cant use in-game model animations, because they wont work for the SM models unless those are modified. That you can make m3a files for SM models is very clear to me, as Ive been doing it for some time now.
@Crainy: Go
Well, I haven't translate in-game model's animation to SM models through m3a before, instead I translated some other models' animation (you can see the source in the background video). The m3a is made by 3dsmax, and fit the Blizzard's SM_Nova.m3 well. Using another animation source/Making an m3a doesn't mean it can only fit the modified model.
But sometime modified SM model can work better, add HitTests, Vol and Ref attachments and Behaviors don't cost much time but can make the model easier to be used, but that's another story I guess.
I assume you made that animation yourself? Making an m3a with an entirely new animation for an SM model and using that is an entirely different matter from just using ingame models animations, which wont work because they are made for bones with different names and different properties. Unless there is some way of changing what bones the animation is referring to, I dont see a way to pull this off without renaming the bones of the actual SM model.
@Crainy: Go
To be honest I don't notice to much of a difference and to be honest it'd be far easier than making full on custom animations for them. The loss of quality is noticeable but only if you decide to look for it.
Looked at some of the SM models, damn, some of the once from HotS, like the Hydralisk has 22K Polys !! Bazinga !
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Im sure with a little bit of creative editing someone could reduce poly count significantly.
Why would you want to do that...
@Crainy: Go
Test it yourself...
Why you think it is impossible? Thanks for PrintIn we have used this method years ago. We can do this between models with different bone's name, Rig or even different number of legs.
To make the models actually viable for realtime gameplay, duh. you get 5 or 6 22k poly hydras and stuff is going to start lagging.