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    posted a message on [Showcase] Kinky's Customs

    Been a while since update!

    recently acquired a lot of free time :\

    Finished up Death Animation for Starship Troopers Hopper bug model

    Embed Removed: https://www.youtube.com/v/Vc4jSgtSDWY?fs=1

    Starting a new project to make a map with a complete art conversion.

    Embed Removed: https://www.youtube.com/v/Sk-LVJ2k9o4?fs=1
    Posted in: Artist Tavern
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    posted a message on Who'se going to BlizzCon this year?

    Me!

    First year I went was 09, Definitely one of the best Con experiences I've had. Can't wait for this year.

    Posted in: General Chat
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    posted a message on RTS with interplanetary warfare

    @JacktheArcher: Go

    I've been playing since Alpha, the game definitely has a lot of potential. they plan to release a mod editor with it as well. I'm totally hooked. I've played a ton of different RTS games, but dropping a freaking moon on an enemy has definitely been one of the bigger highlights of my career :P.

    Posted in: Off-Topic
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    posted a message on RTS with interplanetary warfare

    Recently been playing an RTS in development called Planetary Annihilation, done by part of the crew that worked on the original Total Annihilation ( not SupCom ) the gameplay mechanics are pretty solid, the servers are a little buggy right now but overall its fun as hell. Definitely worth check for anyone who loves the original TA or strategy and macro over micro. I fanboyed hard when I heard the narrator in the trailer :P

    Embed Removed: https://www.youtube.com/v/FhEYvOYceNs?fs=1
    Posted in: Off-Topic
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    posted a message on Some files are broken on sc2mapster
    Quote from DrSuperEvil: Go

    We really need to review our assets and tutorials.

    Off topic, but since DrSuperEvil brought it up:

    I think the tutorial section could really use a major overhaul, right now it just feels like a massive heap of threads that doesn't really serve a purpose unless you know exactly what you're looking for. It might be difficult to find a suitable solution to this, sub-forums for each category might help but could become really convoluted. Organization could also get confusing if it crosses multiple categories (example: Texture By ID could fall into art, data, and/or triggers)

    If there was a way to set the category as a tag and a rating system on each thread that could work, but I believe I read somewhere that mapster runs on Curse's special language or software or something so I don't know what's possible...

    If anything I think adding a section in the Announcements on the Homepage for Assets and Tutorials could drive traffic to these areas and inspire people to try something new in their maps.

    Posted in: General Chat
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    posted a message on 3DsMax Animation Woes

    @TheLostAzn: Go

    Sorry to hear that, very odd issue.

    I attached a M3 with the wheels animations. didn't include the texture file seeing as you already have it, texture path should be Assets/Textures.

    Also I sent you a PM.

    Posted in: Artist Tavern
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    posted a message on Looking for all Unit/Structure/Ability/Upgrade Icons

    @Arbetrayer: Go

    that might be alot to upload, even as a zip file.

    If you're using Photoshop to view edit DDS files, you can set up a batch using photoshop and adobe bridge.

    How to Set up a Batch Conversion

    Photoshop

    - Open up a DDS file in photoshop
    - Open up the Action Panel ( Window > Actions ; or Alt+F9 )
    - Create a New folder in Actions, Name it "DDS to PNG"
    - Hit the "Create a new Action" button ( looks like a square with a folded corner ) then name it "dds to png action"
    - You should now see the recording button on in the Action Panel
    - Goto File > Save As ; Choose PNG and the location you want all the PNGs to be saved to.
    - Goto File > Close (This makes sure all the images are closed after being converted)
    - In the Action Panel, hit Stop Recording ( Square Button )

    Bridge

    - Open Bridge and Select all DDS files you want to convert
    - Goto Tools > Photoshop > Batch
    - A dialog will pop-up:
    -Under "Play"
    - Change Set to "DDS to PNG"
    - Change Action to "dds to png action"
    -Hit OK

    Photoshop should now start opening the DDS, saving as PNGs and closing.
    You can choose a new destination point in the bridge dialog if you forgot to set up one or want a new folder

    Posted in: Artist Tavern
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    posted a message on 3DsMax Animation Woes

    @TheLostAzn: Go those animation steps are correct.

    sounds like it might be an issue with your exporter.
    I was able to export through StarTools and the M3 Plugins without a problem.

    you could try:
    - Checking your export settings to make sure export animations is checked.
    - Test animating another model
    - Reinstalling your M3 plugins
    - Install an older version of the plugins
    - Download 3ds max 2011, and attempting to export though that.

    Posted in: Artist Tavern
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    posted a message on 3DsMax Animation Woes

    @TheLostAzn: Go

    Looks like the bones do not have the correct controller assigned for rotation, so the bones could not retain the rotation keyframes.

    to fix this:
    - Select the Bone
    - Goto the Motion Tab
    - Select "Parameters"
    - Under Assign Controller you will see the transform controllers
    - Select Rotation
    - in the Assign Controller section you should see a box with a check, click this box
    - Choose Euler XYZ
    -You should now be able to key rotations.

    Attached is a screenshot guide and max file

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models
    Quote from TaylorMouse: Go

    Finally finished the gun and the animations, still need to add the collision and hit stuff, but that is not what I wonder, I don't seem to find the place where I can show/ hide objects? This is especially for the death/explode animation... any ideas? btw, I use the SC 2 Beta Art Tools.

    T.

    There are two ways of making a unit invisible, one is to use the alpha channel of a texture material and animate the RGB gain and multiplier, the other is to animate the visiblity on the object itself ( Right-Click Object > Object Properties > Visibility ) 0 is invisible 1 is visible, visibility state will only change on 0 or 1.

    Here is a guide I wrote on the basics of a death animation:

    Quote from Kinkycactus:

    There are 3 main components to doing a blizzard style death:
    - Base Mesh
    - Corpse Mesh
    - Texture

    Base Mesh

    This is going to be the same as your regular mesh that you use for your game model, this is going to be the stand in before its "death"

    Corpse Mesh

    This can be several different pieces, basically taking the regular mesh and cutting it into pieces or creating new pieces to be the debris. These Items do not need to be attached to bones.

    Texture

    Creating a duplicate texture, this texture will have a very specific set of settings and alpha channel

    How To Create a Death Animation

    - Import your base mesh
    - Create a seperate set of meshs for the corpse
    - Animate the corpse pieces flying how you want them to
    - Turn on Auto Key, go to the first frame of the animation squence, select all corpse pieces, right click and goto object properties, set Visability to 0.0
    - Goto the first frame of your corpse animation and set the Visability to 1.0 (this will make it so your pieces only appear when the model is "exploding")
    - Select your Base Mesh, goto the first frame of your corpse animation and set visability to 0.0, then goto the first frame of the animation and set visability to 1.0
    - Open the Material Editor ( Hotkey M ) then duplicate your main texture ( drag and drop onto another slot )
    - in the "Material Basic Parameters" set the first dropdown box to Mask and the second to Opaque
    - Set the Alpha Test Threshold to 2 (<= Very important )
    - Under the "Material Texture Parameters" click on Alpha Mask
    -Click Bitmap, then select blastmark4.dds ( will be in your startools shared texture folder or you can use the one included in the demo file )
    - Under Color Operations in the dropdown choose B
    - Set RGB Multiply to 10
    - Play around with the RGB Add to create the "desolving effect"
    0 will be full opaque while -10 will be full transparent
    For example if i have a ten frame animation with 0 on frame one and -10 on frame ten, the object will disapear over ten frames.

    Demo Files
    http://www.sc2mapster.com/media/attachments/40/354/Demo.rar

    Posted in: Artist Tavern
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    posted a message on Export unlocked animation

    @LordOfQc: Go

    Well there are two ways of doing it:
    you can use the dope sheet
    ( youtube tutorial explaining )

    Or you can select the keys and Shift+Click and drag to duplicate keys
    Hold Ctrl+Alt and Left, Right, or Mid Click and drag on the timeline to increase or shorten the time.

    Duplicating Animation

    - When Importing into 3DS max set the framerate to 30fps

    - rescale the model: goto the utilities tab (looks like a hammer) and click "More..." choose Rescale World Units
    you should now see the Rescale World Units dropdown under Utilities.
    Click Rescale and set it to 100 or more.

    -Select your mesh, right click and Freeze Selection ( this will make your mesh unselectable, you can
    unfreeze at any time by right clicking anywhere on the screen and choose unfreeze all)

    -Create and new sequence (depending on if your using Startools or M3 Plugins)
    then go to one of your other animation sequences and select the bones you want to copy and use one of the methods mentioned above

    Note: you might need to try a few times to get the correct bone combination your looking for.

    Posted in: Artist Tavern
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    posted a message on Export unlocked animation
    Quote from LordOfQc: Go

    @ZombieZasz: Go

    Sorry If my post was vague. What I mean is you already can uncheck the lock animations to combine multiple animations. For exemple combine the run animation with the attack animation and your character will run and attack at the same time. But when you go in export options and check the animations you want, you can only export default animations. So I am wondering if there is a way to export combined animations like run/attack or run/cast, etc.

    Unfortunatly, I don't think there is a way to export combined animations directly from wowmodelviewer.

    You can however combined the animations in 3ds max by exporting out both sets of animations, making a new sequence and copying the keys from the bones.
    For example, copying the keyframes of the bones below the waist of "Walk" animation, and the bones above the waist for "Attack".

    Posted in: Artist Tavern
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    posted a message on Export unlocked animation

    Hello,

    Your question is a little vague, not quite sure what your looking for. Do you mean how do you choose what animations to export?

    If so:
    In WoWmodelviewer under "Options" select "Export Options..." then select the M3 Tab.
    From here you can check or uncheck the animations you want to be included when you export your M3 file.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kinky's Customs

    @Bommes: Go haven't added alot of the particle effects yet, this was just a first pass to get the pieces flying

    @Zolden: Go thanks, the music is the SC1 zerg theme

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kinky's Customs
    Quote from SouLCarveRR: Go

    @ZombieZasz: Go

    You should give the warrior bug a secondary attack animation where it stands on its back legs and does a series of impaling motions, with its front legs and then upper arms.

    I can already see the marine giblets flying.

    I really like what you have there. Makes me want to work on a starship troopers map.

    I plan on adding in one more attack variation, probly have it attack with its claws rather than bite. still tweaking the walks as well.

    Physics test with Warrior Bug:

    Embed Removed: https://www.youtube.com/v/nYmJYmSdi0c?fs=1
    Posted in: Artist Tavern
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