This is driving me crazy. I can attach this model to a native SC2 model, in this case the Ultralisk and it works perfectly. I can adjust the local offset to place it perfectly and it will follow the attachment point with animations.
However, whenever I do the same for an imported model, even using the same actors, it behaves strangely.
- Whenever I attach the model with no local offset it appears to work fine and tracks with animations (although it is not in the correct spatial position due to the lack of the local offset actor)
- When I add the local offset actor (or an explicit rotation) it moves into position, but now it ceases to track with all animations except for Walk.
What's throwing me for a loop is that it seemingly works until I put the local offset in, yet the ultralisk model continues to work. All I want is to be able to adjust the local offset while still maintaining the link to animations.
Map instructions for keybinds
1 = Spawns a murloc with a giant pair of goggles that don't move except when running. (see the #2 description above)
2= Spawns a murloc with normal goggles that move but aren't in position. (see the #1 description)
3= Spawns an ultralisk with the goggles in the correct position and moves correctly.
Are you sure that attachment point, you are attaching it to, has a full motion? Some attachment points are simply there and do not move up, down, left, right, during any animation.
I'm very curious to see where you are attaching your stuff, so I am going to download the map, but I'm pretty damn sure you're attaching them to "static" attachment points. I'll edit what I find...
EDIT: Very odd. There's likely something a bit off with the Murloc model, or maybe even the goggle model... I've attached plenty of things to moving attachment points and everything worked.
Maybe find someone who can re-extract the murloc model from WoW MPQ for you?
EDIT :: Wait, what the F*? Did you... you necro'd a thread from over a year ago? Jesus... well, eitherway, there's my answer. I'm really gonna have to start looking at dates again... too many necros in the past couple months.
And I've tried several models/attachments. I uploaded my own map to show the problem, I've attached a rapier model to the weapon point of a human male and it follows the motion of the hand, but stops to do so when any rotation or local offset Site Operation is applied. I've also tried to attach a zergling to the hand of Garrash, a model I found here:
with the exact same result, the zergling follows the hand perfectly, but when a 180 degree rotation is applied, its static. Also tried attaching the human male to a ship - same result. It could be something with the rotation/local offset that I'm missing? What I'm doing right now is creating a new Actor with actor type Model and Parent Model Animation Style Continuous, changing the model of it to the wanted one, adding the Host Site Operation and creating a new Event: Unit Birth.(Parent Model) - Create
EDIT: It seems to work while the unit is moving, it's just when it's standing still the attachment becomes static even if the attachment point moves.
This is a known issue with imported models. This suggests, something wasn't done properly when extracting the model, since other users got working models using the same method. I do not know, what exactly is the problem, though.
A possible solution is attaching a working model (the Marine model for example is known to work in almost all situations) to the mentioned attachment point, set its opacity to 0 and use the offset on this model, then attach the imported model to this helper model.
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This is driving me crazy. I can attach this model to a native SC2 model, in this case the Ultralisk and it works perfectly. I can adjust the local offset to place it perfectly and it will follow the attachment point with animations.
However, whenever I do the same for an imported model, even using the same actors, it behaves strangely.
- Whenever I attach the model with no local offset it appears to work fine and tracks with animations (although it is not in the correct spatial position due to the lack of the local offset actor)
- When I add the local offset actor (or an explicit rotation) it moves into position, but now it ceases to track with all animations except for Walk.
What's throwing me for a loop is that it seemingly works until I put the local offset in, yet the ultralisk model continues to work. All I want is to be able to adjust the local offset while still maintaining the link to animations.
Map instructions for keybinds
1 = Spawns a murloc with a giant pair of goggles that don't move except when running. (see the #2 description above)
2= Spawns a murloc with normal goggles that move but aren't in position. (see the #1 description)
3= Spawns an ultralisk with the goggles in the correct position and moves correctly.
Arrow keys move the last created unit.
I'm having the exact same problem, have anyone found a solution for this?
Are you sure that attachment point, you are attaching it to, has a full motion? Some attachment points are simply there and do not move up, down, left, right, during any animation.
I'm very curious to see where you are attaching your stuff, so I am going to download the map, but I'm pretty damn sure you're attaching them to "static" attachment points. I'll edit what I find...
EDIT: Very odd. There's likely something a bit off with the Murloc model, or maybe even the goggle model... I've attached plenty of things to moving attachment points and everything worked.
Maybe find someone who can re-extract the murloc model from WoW MPQ for you?
EDIT :: Wait, what the F*? Did you... you necro'd a thread from over a year ago? Jesus... well, eitherway, there's my answer. I'm really gonna have to start looking at dates again... too many necros in the past couple months.
I did the extraction according to this guide
http://www.sc2mapster.com/forums/resources/tutorials/8299-galaxy-noobs-wow-to-sc2-in-30-seconds-no-3dmax/
And I've tried several models/attachments. I uploaded my own map to show the problem, I've attached a rapier model to the weapon point of a human male and it follows the motion of the hand, but stops to do so when any rotation or local offset Site Operation is applied. I've also tried to attach a zergling to the hand of Garrash, a model I found here:
http://www.sc2mapster.com/forums/resources/art-assets/8347-wow-model-pack-requests/#posts
with the exact same result, the zergling follows the hand perfectly, but when a 180 degree rotation is applied, its static. Also tried attaching the human male to a ship - same result. It could be something with the rotation/local offset that I'm missing? What I'm doing right now is creating a new Actor with actor type Model and Parent Model Animation Style Continuous, changing the model of it to the wanted one, adding the Host Site Operation and creating a new Event: Unit Birth.(Parent Model) - Create
EDIT: It seems to work while the unit is moving, it's just when it's standing still the attachment becomes static even if the attachment point moves.
This is a known issue with imported models. This suggests, something wasn't done properly when extracting the model, since other users got working models using the same method. I do not know, what exactly is the problem, though.
A possible solution is attaching a working model (the Marine model for example is known to work in almost all situations) to the mentioned attachment point, set its opacity to 0 and use the offset on this model, then attach the imported model to this helper model.