You've pretty much hit the nail on the head, I have 4 animations at about 960 fps (I liked the number after looking @ Archons :X) and the sequences are set up as such:
Stand : Frames 3-1728
Walk : Frames 1729-3456
Attack : Frames 3457-5184
Stand Dance: Frames 5185-6912
This leaves frames 0-2 open for the editor, and every animation is set to loop. After looking around, I see that 1.8 is bugged with anims, so I popped back to v1.6b and the anims now show up with the correct settings on the .m3. However, its not animating.... like at all. /sigh
Apologies if this has been addressed before - but I can't seem to get any animations to export regardless of model or # of sequences used. Yes everything is skinned/rigged properly and the animation fps is set within "reasonable SC2 limitations."
Wireframes are basically alpha'd images that colorize dependant on unit status. It's been awhile since I've done one (See: Modded Star Trek Armada 2), but when I have free time I could probably sit down and write something up.
As for the model itself, did the anims port at all or is it static?
I'm glad someone handled the data edit, saves me time :P
The animations are all finished, but again, I still haven't figured out why the animations are not exporting correctly (see: Not at all). As for the scaling, I know enough data editting to scale it correctly ingame so I don't have to mess with the model itself :X
Edit: Attached the animated file. Yeah I'm aware they're not the blizz-quality (lol) anims, but I'd say they're more or less going to look fine when properly imported into sc2.
Reaver walking anim (prototype) attached. Idle and dance are done too, but the exporter isn't exporting any of the anims :(
WTB working exporter + guide, pst.
Also, I watched the vid AlexO6 provided, should be extremely easy to add that in. Plus I see now how they intended the thing to move, more like a slug than something with limbs, also fixable. Again though, need to figure out why anims aren't exporting =P
I haven't animated it yet, but here's the rigged version to sate your appetite until I get the idle/moving/dance anims in. If you need something OTHER than those 3, now would be the time to speak up, but I don't recall the reaver moving that much in sc1 :P
I can't promise anything too intensive between my own project and school, but you can always throw some models my way and I can rig/animate them for you. You'll have to make sure the conversion to .obj works though =P
:X 87 bytes means either the upload failed or the conversion failed. Though just looking at the other screenshot you provided makes me think it'll be super eay to animate once I get it.
Well it is a start, now we just need someone with experiences in animation and skinning to finish it. Then we need someone with experience using the editor and we may have the reaver back.
Get me a .obj of the model and I'll see what I can do animation-wise.
This would account for a good majority of the lag as the game is having to "think" about each movement fraction every time. Perhaps there is a way to actually tell the game that if the button is pressed to just continue moving -1 or 1 in the dirction pressed until the button is released. Not to check which direction is being pressed so many times a second.
A thought: Either you can enforce a 125ms lag in your triggers, or you can check constantly whether a button is pressed. Or maybe I'm completely wrong :P
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@xcorbo: Go
You've pretty much hit the nail on the head, I have 4 animations at about 960 fps (I liked the number after looking @ Archons :X) and the sequences are set up as such:
Stand : Frames 3-1728
Walk : Frames 1729-3456
Attack : Frames 3457-5184
Stand Dance: Frames 5185-6912
This leaves frames 0-2 open for the editor, and every animation is set to loop. After looking around, I see that 1.8 is bugged with anims, so I popped back to v1.6b and the anims now show up with the correct settings on the .m3. However, its not animating.... like at all. /sigh
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Apologies if this has been addressed before - but I can't seem to get any animations to export regardless of model or # of sequences used. Yes everything is skinned/rigged properly and the animation fps is set within "reasonable SC2 limitations."
0
Wireframes are basically alpha'd images that colorize dependant on unit status. It's been awhile since I've done one (See: Modded Star Trek Armada 2), but when I have free time I could probably sit down and write something up.
As for the model itself, did the anims port at all or is it static?
0
I'm glad someone handled the data edit, saves me time :P
The animations are all finished, but again, I still haven't figured out why the animations are not exporting correctly (see: Not at all). As for the scaling, I know enough data editting to scale it correctly ingame so I don't have to mess with the model itself :X
Edit: Attached the animated file. Yeah I'm aware they're not the blizz-quality (lol) anims, but I'd say they're more or less going to look fine when properly imported into sc2.
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Reaver walking anim (prototype) attached. Idle and dance are done too, but the exporter isn't exporting any of the anims :(
WTB working exporter + guide, pst.
Also, I watched the vid AlexO6 provided, should be extremely easy to add that in. Plus I see now how they intended the thing to move, more like a slug than something with limbs, also fixable. Again though, need to figure out why anims aren't exporting =P
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I haven't animated it yet, but here's the rigged version to sate your appetite until I get the idle/moving/dance anims in. If you need something OTHER than those 3, now would be the time to speak up, but I don't recall the reaver moving that much in sc1 :P
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Apologies if these have been said before:
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@mParfait: Go
I can't promise anything too intensive between my own project and school, but you can always throw some models my way and I can rig/animate them for you. You'll have to make sure the conversion to .obj works though =P
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:X 87 bytes means either the upload failed or the conversion failed. Though just looking at the other screenshot you provided makes me think it'll be super eay to animate once I get it.
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Get me a .obj of the model and I'll see what I can do animation-wise.
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A thought: Either you can enforce a 125ms lag in your triggers, or you can check constantly whether a button is pressed. Or maybe I'm completely wrong :P