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    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to DaveSpectre122:

     They are part of that UI, I didn't change them either, and with "they" I mean the basic movement order icons and stuff, and the various menu buttons.
    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to Alleyvipersc2:

     Thanks man! About the UI, its jut the blizzard Galactic UI from the last warchest. But it does fit fairly good. But I will be getting that custom UI working eventually for the mod.
    And then there's a new kitbash coming up. I wanted to do this one because I do like the golden age theme, but I like the nerazim style better XD.

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Since I've been doing some experimentation, I thought, what if I just record a video of me playing/showcasing the mod in full glory.

     

    Well, I finally did and this is a result of it.

    Bare in mind, this was more a bit of a tryout. and next to that, I'm no pro-SC2 player by any means.

     

    Posted in: Artist Tavern
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    posted a message on Complications with imported Wow Model

    In reply to sc2ggamer:

     Hi man. Good to see you've been able to fix the vertice issue. Below I'll try to deconstruct your findings.
    1.
    Then I would have to see your original blend model and not the m3 file. Based on the .m3 file I received from you, I made a quick new animation to see if it deleted that, just a very plain one with movement of her right arm. Attached is a gif with the workings in the editor. I then openen that file again as an imported .m3 in a new blender window. and it still had that animation. So on your end, there's something thats unlike what I did for creation of animation. Which again, I would require the blend file for to investigate.
    2.
    For the moment we'll let that rest. 
    3. 
    That is a peculiar thing I noticed as well. I created a normal image to highlight it. The name for some reason doesn't show where I expected it to, yet the animation name still existed somewhere as it did show it in the drop down list. No scratch that. I tested it with a model of my own and the same thing happened. I closed my editor and reopened. Now the name appears properly. So that seems to be OK. --> image: Lillian_Animation1
    4.
    I'll included some of the info from discord in here to complete this section and story. And hopefully that others may find it usefull in the future as well. :: "When I loaded it into the editor there was no attachment points and I still need to solve the issue of packing all the animations together reality is that I may need to do things the extra hard way and copy them carefully into one specific blender file.". A learning SC2 model I was using was xelnaga kerriggn and I noticed some key differences between the models. Difference 1: This one has all these sort of cages. The other has bones, but I don't see these cage like armature items on it.
    These 'cages' as you describe them are from the attachment points, particle effects, light emitters and other stuff that can be set. The reason why they are not in the Lillian model is because they aren't in the file. We can get more in-depth on these later on as they are not specifically required for the issues at hand. --> Image: Lillian_Animation3 shows when an attachment point would be added that it also creates these cages. Just an FYI for the moment
    "Difference 2: Above picture is the wow model's nla editor view. This is the one for xelnaga kerrigan very different and I see the sc2 animations names in it. I also noticed bones named stuff like ref_origin and stuff so I think that had to do with attachment points. For the sake of not overcomplicating stuff I will leave it at this. Although I did also have some other questions in the thread."

     
     
    And the Dope sheet+NLA editor show the precise problem of there not being animations in the file. Like I stated before, I make a quick Stand animation for the model. In below image of the dope sheet you can see its there. So when we get the animations sorted, this issue should disappear. --> image: Lillian_Animation2, highlighs presence of an animation.
    Also to your question regarding some of the used names. Yes, they all relate to bones, and bones can be used for the mesh (and thus the weightpainting), the attachment points of which typical examples are [ref_origin, volume.xx , weapon_00, ref_turret] or from other effects such as lighting, particle effect (zealot psiblade smoke) or other.
    Hope this has been of some use.
     
    Posted in: Artist Tavern
  • 0.937978358405912

    posted a message on Complications with imported Wow Model

    In reply to sc2ggamer:

     Good to see you've got that fixed. Yeah the other problem can be a bit tricky. I recommend studying up a bit on how to weight paint and just try it out a bit. In the end it's not that difficult. 
    Posted in: Artist Tavern
  • 0.937879989426381

    posted a message on Complications with imported Wow Model

    In reply to sc2ggamer:

     Hey there mate. Well with regard to your question on deleting bones that have no weight painting... No, or at least, be very careful. Because even if a bone has no weight painting in relation to a mesh, it can still be an integral part of animations. They can for instance serve asdummy bones to create a certain movement, but have child bones that actually have the relation to the mesh.
    A way to check this, is by having the bone selected that you wish to delete. go into 'POSE' mode in the 3D viewer and see if the bones properties [translation, rotation,scale] are changing, often displayed in either yellow or green colored bars (default display for blender) --> attachment
    Again, be careful by deleting bones, as it can distort how a model animates. I wish I could give pointers on when it can or not, but this is basically a trial and error model by model. Examine the armature carefully and try deleting stuff and test weither or not the model has changed.
    Posted in: Artist Tavern
  • 0.937847130388786

    posted a message on Complications with imported Wow Model

    Hi there sc2ggamer,

    Right off the bat I can say that the distortions of the mesj (flying off screen) have most likely something to do with the weight attachment to the bones of the armature. From the look of it vertices aren't painted to a bone in at least some degree making them "unallocated".

    See attached image, the marine shield is weight painted (red coloring) to bone "Shield" <-- case-sensitive. Vertices that aren't weightpainted are blue.

     

    As for the textures, make sure the filepath in the editor is the exact same as the one used on the model.

    If the texture filepath in the model reads: "Assets/Textures/My_Model_Texture.dds" In the editor you must also import the textures equally. See attachement.

    This is what I can say from first glance of your images and explanation. Hope this is useful for you.

    Posted in: Artist Tavern
  • 0.93754982726548

    posted a message on Custom Morphing Animation via Blender

    In reply to williamjay2:

    Hi man, yeah I though it could be such a thing. But to have figured it out on your own is always the best. I've checked the new installment and that does look more like what one would expect. Nice. 

    Posted in: Data
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    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to Alleyvipersc2:

     Thanks mate!
    [Edit]: Done some tweaks to the Robotics Facility, now the geosphere is working properly again. Also I came from the idea to have some flashing screen during power-down state. Below gif shows off some animations.
    Posted in: Artist Tavern
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    posted a message on Custom Morphing Animation via Blender

    In reply to williamjay2:

     Hi man, With regards to the gif-making. Edhriano once pointed me towards using Bandicam and Honeycam for recording of video's and gifs.  And I have to say, they work pretty good for that purpose XD.
    Now let me understand correctly what I'm seeing in the map.
    The fighter aircraft, when commanded to morph back and forth changes 'orientation' in that it tilts the nose yes?
    Some points of attention perhaps.
    - The engine bay doesn't move along with the tilting animation and "jumps" in a new position when the morph is complete
    - The model seems to have a slight offset between its strafe mode and normal mode, where it jumps slightly forward and backwards. 
    - The particle effects of the engines remains unchanged in either mode.
    The tilting of the aircraft however appear natural and looks smooth from start to finish (with exception of the points mentioned above)
    For reference: It made me immediately think about the C&C3 Firehawks initiating their stratofighter.
    I'd say: with some more experimenting and trying out, you'll get a stratofighter-ing Aircraft as well. XD

    I hope this helps you.
    And I do hope to see you generate more custom stuff!
    Posted in: Data
  • 0.938568376068376

    posted a message on Custom Morphing Animation via Blender

    Hi Williamjay.

    Perhaps an idea. You can use a gif recording recording program to show your creation directly.

    Having mentioned that. I'll take a look when I can later today. Always good to see new artists in the making XD

    Posted in: Data
  • 0.93863393810032

    posted a message on [Showcase] WingedArchon Talon Faction

    Ooh haha, I maybe should've been a bit clear, the pack would be added off course XD.
    Alright then. With the Deathwing (just above) now uploaded just now, I'll create a full unit pack with before continuing with the buildings.

     

    [Edit] Originally I did a test to try and make the Talon units a tat more glossy, reminiscent to the Golden Age units from the Blizzard Warchest. While the result wasn't what I was aiming for, I did have a prototype unit finished. It will now serve the Kitbashing scene.

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    I have bit of a question. Is it preferred if I make a "complete units pack" download over on tthe Talon Assets channel now that the last units are uploaded? (Or after I add the winged Tiamath). I reckon clicking once for all the assets beats clicking for each individual one.

     

     

    Posted in: Artist Tavern
  • 0.938601174586225

    posted a message on [Showcase] WingedArchon Talon Faction

    The craze doesn't stop! Now they even fit the mighty Tiamath with wings!

    Sorry, I've had a bottle of wine and I'm in a good mood XD

    Posted in: Artist Tavern
  • 0.938144329896907

    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to DaveSpectre122:

     Haha thanks mate. Only thing I didn't yet have for ththe images was the correct textures, they were on a different flash drive. And one other thing that doesn't show is that I created an engine burn similar to that of the Scout. I'll make an image of that when I combine it with the new textures. Ooh, and I still need a portrait for it XD. You are correct btw, blenders screw-ups is a chance for a creative work around for us. 
    Posted in: Artist Tavern
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