I'll be honest that is the one thing I have not managed to figure out yet. I feel like it's really simple and obvious but I haven't gotten it yet. I tried look at in a hope that it would work with Turret Z but alas that failed. My best suggestion would be to have a tank turret part and tank bottom half and attach them and just rotate the turret half.
You'd half to (get it?) find an already separate model. There is an item kit around here with the tank like that. I'm sure there is a way to move the turrets idk how though.
I appreciate the attempt to help. I'm trying to write down my problems and solutions as I encounter them here, hopefully it will help others in the future.
For the tank attack swivel, I've found that you need to attach another item to the tank first. I used the apple.
Make that Item invisible by setting the opacity to 0 in the properties window and then attach it to the tank bottom at the "center" point.
Then attach the tank turret to the apple and adjust the offset so that it looks right. From there you can animate each tank half separately.
There are kinks. Some of the animations don't work right. The wheels don't turn on the bottom half of the tank.
To get around this, just use the normal tank, then use a camera cut to hide the first model disappearing and bring in the "glued" tank.
Or, you can copy to location values, line them up, and hope you can perfect it so there isn't a little "skip". I've managed to get pretty close but the models have some very slight differences that I think makes it impossible. It's passable for my uses, but others might be more discerning.
How do I animate the cannon of a sieged tank so I can swivel it in any direction I want. I'm having trouble figuring this out in the CE.
Turrets in general are an issue as well. I have no idea how to control them via the CE.
I'll be honest that is the one thing I have not managed to figure out yet. I feel like it's really simple and obvious but I haven't gotten it yet. I tried look at in a hope that it would work with Turret Z but alas that failed. My best suggestion would be to have a tank turret part and tank bottom half and attach them and just rotate the turret half.
@JacktheArcher: Go
How would you separate the halfs? That's something new to me. Can I do this for other units as well?
@Bijan641: Go
You'd half to (get it?) find an already separate model. There is an item kit around here with the tank like that. I'm sure there is a way to move the turrets idk how though.
Thanks again for the help Jack, I really appreciate it.
For anyone who may be searching in the future:
http://www.sc2mapster.com/assets/item-drops-armor-and-weapon-each/files/3-terran-item-kit/
Here is the item kit which has the tank models separated. I'm testing it in the CE now.
make the tank attack a invisible dummy unit, then move the dummy where you want the tank to face..
dont forget to make a new hidden weapon for the tank.. no missile or effect and 999 cooldown
@xxxDisturbedxxx: Go
That doesn't matter in the cutscene editor. There aren't any "triggers" as far as I can tell.
i opened this post from the front page... didn't know this was posted in the Cinematic Creation section..xD lol sry
@xxxDisturbedxxx: Go
No problem :)
I appreciate the attempt to help. I'm trying to write down my problems and solutions as I encounter them here, hopefully it will help others in the future.
For the tank attack swivel, I've found that you need to attach another item to the tank first. I used the apple.
Make that Item invisible by setting the opacity to 0 in the properties window and then attach it to the tank bottom at the "center" point.
Then attach the tank turret to the apple and adjust the offset so that it looks right. From there you can animate each tank half separately.
There are kinks. Some of the animations don't work right. The wheels don't turn on the bottom half of the tank.
To get around this, just use the normal tank, then use a camera cut to hide the first model disappearing and bring in the "glued" tank.
Or, you can copy to location values, line them up, and hope you can perfect it so there isn't a little "skip". I've managed to get pretty close but the models have some very slight differences that I think makes it impossible. It's passable for my uses, but others might be more discerning.
I consider this issue solved for me.