One more question,
I just added a project and it stated that it was under review. Roughly, how long is the review process?
A bit curious to know.
In reply to bilxor:
Hi, William here,
If you have troubles loading Swarm and LOTV dependencies, I suggest that you try Scan and Repair.
Patch 4.9.3 addressed the Swarm and LOTV dependencies log-in issues.
In reply to sc2ggamer:
Then which Blender m3addon plugin did you use? Is it the Flo plugin? Just curious by the way. There are a few m3addon plugin version for Blender and the one which works for both importing and exporting .m3 models is currently the Flo's version.
One more thing you need to know is you need to set the Frame Rate to 30 fps under Render or else, the animations won't work.
The animations might still be there. When you have imported back the modified model with animations back to the SC2 Editor, you need to open up the Cutscene Editor under Modules.
Then, locate the file which you have imported under Cutscene (usually under Files -> Assets), then Add the .m3 file to preview the model.
Next, you will notice the blue bar on the bottom on the Cutscene. This is the model animation timeline, usually Stand animation. Right click on this blue bar, and you will notice there is a change animation option. Click on that, and you will see the list of animations for your model.
If this still doesn't work, perhaps it is an export error. Do check if there is any error messages upon exporting the .m3 model from Blender.
Both the StarFighter and the Arbiter can now morph even while moving or attacking bug-free. For anyone curious about how I did it, I have updated the attachment in my first post above.
It is quite simple actually. Firstly, I created an Effect-Instant ability on top of the morph ability, then add the Effect-Instant ability to the Unit's abilities.
I then used Triggers with the Unit Uses Ability Event (hereby the Effect-Instant Ability) to issue order for the morph ability with wait times in between. The wait time before the issue order for the morph is crucial or important because the units as mentioned doesn't immediately stop when a stop order is issued thereby causes the bug. The said units will drag a little forward and to avoid this from tampering with the morph duration, this is where a second ability (Effect-Instant) comes in, and by using triggers, order the unit to stop first, then wait for say 1.5 seconds, then issue the unit to morph.
Another method can be done by data alone, but it requires behaviours, apply behaviour effect, remove behaviour effect, issue order effect, and so on, and it might be a little complicated if you have not master the data side of the editor.
[Edit] The latest update now includes an If-Then-Else condition for morph triggers (Effect-Instant ability) which checks the condition if the unit movement speed equals zero, then morph, or else, wait a further 1.5 seconds before morphing. This, I feel, makes the morph smoother in transition when the unit is not moving while morphing.
Updated the attachment above. The Judicator is now complete and ready at your disposal.
Feel free to comment or give suggestions on the morph, abilities, weapons, unit choice, etc. I don't mind any critics so long as it is constructive and provide insightful thoughts or ideas on what could be done better.
This will be my final post as I have not received any feedback except from WingedArchon. In addition, I'm running out of ideas.
Finally, not sure if this is the right forum for this topic, as animation is more art-related rather than data, but I guess it should be better off in the Artist Tavern or Art Assets forum.
Updated the attachment.
The StarFighter is now complete. Kite the Overlords with the StarFighter's cluster missiles weapon or destroy the tanks with the StarFighter's Strafe Mode. At the same time, compare the StarFighter with the Liberator head on.
As a side note: Do note that the StarFighter cannot morph while it is moving or initiating an attack.
Thanks and have fun.
In reply to WingedArchon:
In reply to williamjay2:
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.
In reply to williamjay2:
I hope this helps you.
And I do hope to see you generate more custom stuff!
In reply to WingedArchon:
I have just created a unit with custom morphing animation as attached and would like to share it with the community.
I have explored the possibilities of creating simple unit animations via Blender and would appreciate feedback from other users/members in regard to using the Blender tool. I intend to write a step-by-step tutorial on how to animate the StarFighter (as attached) via Blender in the near future.
Do check out the morphing animation of the StarFighter as well as the Arbiter in the attachment.