Has anyone found out what's going on with WoW attachments not following their host attachment points during standing/idle and attacking animations? what's causing this? it used to work fine and then im guessing some new patch went into SC2 that messed these attachments up.
it's pretty self explanatory if you look at the validators. just make one that basically says if unit "target" has health 2 buff equals false
this will make it so that the behavior will check to make sure the validator is true, for it to apply. so if the target doesnt have health 2 buff it will apply itself, if it does have the health 2 buff, it wont. just mess around with it, it's easier than you think
(i was originally very intimidated by validators and i learned through trial and error, once u figure how one works the rest fall into place very easily)
im using 3ds max 2012, with the latest plugin. just redownloaded it like 20 minutes ago. it directs me to the scripts on line 2260 with this part of code high lighted
akey.stcInd = M3E_findSTCframe akey.frame
and it doesnt export at all when i try to add animations to it. how do i get 3ds max 2011?
EDIT: so it appears it's a problem with the plugin in 3DS Max 2012, i installed 2011 and everything works perfectly fine. thank you for your help though
Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.
akey.stcInd = M3E_findSTCframe akey.frame
i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.
hey awsome thanks for the quick reply. got all those issues fixed. turns out the model was just half way in the ground in SC2 cuz i hadnt updated the model from when i fixed it's placement. but now i have a new problem, and through step by step trial and error. i believe it's coming from the sequencer part of this process. ive checked it several times, opening and closing the sequencer to make sure it's valid. everything LOOKS just as it's suppose to be. it's an editable mesh with the skin copied back on it. it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?
Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0
ive looked at tutorials of how to export new models out of 3DS max and my biggest problem is getting the textures to go with it. i always get blank white models.
this happend in my map too, my solution to it was to make each inventory the exact same copy of one another. this seems to solve the problem. i also believe you can swap out each container in an inventory "ability" as long as the format stays the same.
i believe augments will work too, as they are spells that are used on you're next attack, or what ever you augment them too. it's the same way zealot charge is used, so if it's on auto cast, an u tell it to atk someone, it'll charge to them when it attacks.
ok so took a look at ur map, easy fix found it on first try, in your teleport effect uncheck the box that says "clear order queue" and just to be on the safe side, change the cast time of your ability's finish an channel from 0 to nothing (delete the data in that field all togther.
check to see if the finish phase "cast time" in the ability tab is greater than 0, than check which ability phases are uninturuptable. this'll get the easy stuff out of the way. if the "finish phase" is checked, that's youre problem right there.
aight well i just tried adding a bone to my mesh, rigid bound it. but now im getting the error you first mentioned, which has never happend before. but i dont think the sequencer is working. when i try to give the model animations using it, the export always fails.
0
Has anyone found out what's going on with WoW attachments not following their host attachment points during standing/idle and attacking animations? what's causing this? it used to work fine and then im guessing some new patch went into SC2 that messed these attachments up.
0
will startools be able to be used with Maya, or only 3DS Max?
0
Y not just make two actors. Of different colored beams. And one of them fires when the buff is active, and the other fire when the buff is no active.
0
it's pretty self explanatory if you look at the validators. just make one that basically says if unit "target" has health 2 buff equals false
this will make it so that the behavior will check to make sure the validator is true, for it to apply. so if the target doesnt have health 2 buff it will apply itself, if it does have the health 2 buff, it wont. just mess around with it, it's easier than you think
(i was originally very intimidated by validators and i learned through trial and error, once u figure how one works the rest fall into place very easily)
0
add a validator to the 300 hp behavior, making it so it wont apply itself if the unit it's buffing is affected by the 350 hp buff.
0
im using 3ds max 2012, with the latest plugin. just redownloaded it like 20 minutes ago. it directs me to the scripts on line 2260 with this part of code high lighted
akey.stcInd = M3E_findSTCframe akey.frame
and it doesnt export at all when i try to add animations to it. how do i get 3ds max 2011?
EDIT: so it appears it's a problem with the plugin in 3DS Max 2012, i installed 2011 and everything works perfectly fine. thank you for your help though
0
Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.
akey.stcInd = M3E_findSTCframe akey.frame
i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.
P.S. great work on this plugin.
0
hey awsome thanks for the quick reply. got all those issues fixed. turns out the model was just half way in the ground in SC2 cuz i hadnt updated the model from when i fixed it's placement. but now i have a new problem, and through step by step trial and error. i believe it's coming from the sequencer part of this process. ive checked it several times, opening and closing the sequencer to make sure it's valid. everything LOOKS just as it's suppose to be. it's an editable mesh with the skin copied back on it. it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?
0
Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0
0
ive looked at tutorials of how to export new models out of 3DS max and my biggest problem is getting the textures to go with it. i always get blank white models.
0
this happend in my map too, my solution to it was to make each inventory the exact same copy of one another. this seems to solve the problem. i also believe you can swap out each container in an inventory "ability" as long as the format stays the same.
0
i believe augments will work too, as they are spells that are used on you're next attack, or what ever you augment them too. it's the same way zealot charge is used, so if it's on auto cast, an u tell it to atk someone, it'll charge to them when it attacks.
0
ok so took a look at ur map, easy fix found it on first try, in your teleport effect uncheck the box that says "clear order queue" and just to be on the safe side, change the cast time of your ability's finish an channel from 0 to nothing (delete the data in that field all togther.
0
check to see if the finish phase "cast time" in the ability tab is greater than 0, than check which ability phases are uninturuptable. this'll get the easy stuff out of the way. if the "finish phase" is checked, that's youre problem right there.
0
aight well i just tried adding a bone to my mesh, rigid bound it. but now im getting the error you first mentioned, which has never happend before. but i dont think the sequencer is working. when i try to give the model animations using it, the export always fails.