"I found the solution, right click on the blender shortcut>Run with Graphics Processor>Integrated Graphics. It should run smooth when you do that. No need to roll back any graphics drivers, just use your integrated graphics to model and you can still set your 960m to render in the settings."
This completely cured the issues for me.
As a side effect I also got me the newest version for blender.
But to any who run into performance issues on a Win10 64-Bit machine, try this out!
For my modeling work I use blender, with M3-blendm plugin and the master-addon for materials etc.
I've had Blender installed for the better part of 2 to 3 years and set it up to work with .M3 files from blizzard.
Many of you have seen my work, especially the recent.
Yesterday I stopped at around 17.30 with my activities because I had to go out. and all was still working fine.
This morning, about 2 hours ago I came back, wanted to continue work on my project....
But blender was SLOW AS HELL. Efectively it looked like it lagged as tremendous as god knows what.
trying the simple "File"--> "Open" command was already difficult, the programm more often than not swapped around menus because of the highly delayed drop-down and stuff.
Turning a model I quickly imported basically rotated a fun 90 degrees intervals.
ANY activities are basically hopeless to do...
First I closed any and all programs I had running next to blender, thinking that may cause the laggy operation.
Then I rebooted my system and opened Blender only to see it that had solved it.. No...
Then I de-installed and reinstalled Blender from the ground up... No change...
I very like the animation on that tempest! Do all these units have such anim? Btw they are amazing.
Hey man, Thanks! Well, the Tempest was the first unit I tried this with, and it came out much better than I originally though. I was planning on revamping the other model aswell to have the hex blend better with the rest, maybe that some of them (depending on wether it fits) receive some similar.
Ok, doing anything video related is be far not me forte.
I do hope this thing is actually visible for you guys. and please don't look at the quality, I had to make it via my phone, and then somehow get it up on Internet.
Pay attention to the gold-colored Tempest, that shows the ribbon to fly off the model. The Black Tempest is my new model, where I temporarily have hidden that very ribbon-issue
(3) Have a more or less invisible uncomprehensive connection to... a bone I think. But I never have been able to actually duplicate the Zealots smokey-blade effect and work correctly with an attack animation.
I don't use Blender, but I can definitely confirm particle and ribbons are attached to a bone. In the SC2 Art Tools, when the model is exported, a bone is automatically created at the location of the particle/ribbon effect with the same name as the particle/ribbon effect. As such, any model imported into Blender should have a bone as the parent of any particle/ribbon effect.
Hey man, thanks! I figured out such with the bones about an hour or 2 after I posted this. I was working on the Tempest with the arcs and I found the bones, both starting and end. But so far, whenever I export and load into the editor, the arc-ribbobs are flying vertically off the model. I'll try to attach a vid. While having found the bones, I'm still lost on how to fix this.
I've been looking into this topic and while I can find a fair share on Art Tools... I have no luck whatsoever about the topic in relation to Blender.
since I've been working more and more with Protoss models I've grown fairly familiar to what these things are... but an actual proper way of dealing with these things still eludes me. And from what I've been able to uncover, there's little information into it at all.
so here comes the question in its great scope: "How does one edit particles and ribbons in blender? "
and more precies, How does one edit them in a controlled environment?
It has taken me quite a while to discover exactly how to identify them at all. What I observe it by far the greatest problem, Ribbon effects seem to either:
(1) run continuously on models when they should actually only appear once on specific conditions.
(2) Completely fly off the model and never appear again (Tempest for instance)
(3) Have a more or less invisible uncomprehensive connection to... a bone I think. But I never have been able to actually duplicate the Zealots smokey-blade effect and work correctly with an attack animation.
Is there anyone who knows how to deal with these things?
0.96048632218845
Next up will be
Talon Carrier
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[SOLVED]
I discovered a solution for the problem.
"I found the solution, right click on the blender shortcut>Run with Graphics Processor>Integrated Graphics. It should run smooth when you do that. No need to roll back any graphics drivers, just use your integrated graphics to model and you can still set your 960m to render in the settings."
This completely cured the issues for me.
As a side effect I also got me the newest version for blender.
But to any who run into performance issues on a Win10 64-Bit machine, try this out!
I'm glad to get back to my work!
0
Hi guys,
I'm in dire need of some assistance here.
For my modeling work I use blender, with M3-blendm plugin and the master-addon for materials etc.
I've had Blender installed for the better part of 2 to 3 years and set it up to work with .M3 files from blizzard.
Many of you have seen my work, especially the recent.
Yesterday I stopped at around 17.30 with my activities because I had to go out. and all was still working fine.
This morning, about 2 hours ago I came back, wanted to continue work on my project....
But blender was SLOW AS HELL. Efectively it looked like it lagged as tremendous as god knows what.
trying the simple "File"--> "Open" command was already difficult, the programm more often than not swapped around menus because of the highly delayed drop-down and stuff.
Turning a model I quickly imported basically rotated a fun 90 degrees intervals.
ANY activities are basically hopeless to do...
First I closed any and all programs I had running next to blender, thinking that may cause the laggy operation.
Then I rebooted my system and opened Blender only to see it that had solved it.. No...
Then I de-installed and reinstalled Blender from the ground up... No change...
And now I'm quite furious and utterly lost.
has anyone ever had this issue?
is there a way to fix this?
0
Well, the Tempest was the first unit I tried this with, and it came out much better than I originally though. I was planning on revamping the other model aswell to have the hex blend better with the rest, maybe that some of them (depending on wether it fits) receive some similar.
0
Talon Dominator
And to accompany it ws representation of in-game footage. Here's a video.
0
Ok, doing anything video related is be far not me forte.
I do hope this thing is actually visible for you guys. and please don't look at the quality, I had to make it via my phone, and then somehow get it up on Internet.
http://vid160.photobucket.com/albums/t176/Scourge_Splitter/Tempest compare_zpszf9itjzy.mp4
Pay attention to the gold-colored Tempest, that shows the ribbon to fly off the model. The Black Tempest is my new model, where I temporarily have hidden that very ribbon-issue
0
I'll take a crack at this.
I was working on the Tempest with the arcs and I found the bones, both starting and end. But so far, whenever I export and load into the editor, the arc-ribbobs are flying vertically off the model. I'll try to attach a vid.
While having found the bones, I'm still lost on how to fix this.
0
Is there also a file like this that adds more units for importing?
I still am unable to import a Warp Prism correctly, and I've seen remakes of it on this site.
0
Hello Gents,
I've been looking into this topic and while I can find a fair share on Art Tools... I have no luck whatsoever about the topic in relation to Blender.
since I've been working more and more with Protoss models I've grown fairly familiar to what these things are... but an actual proper way of dealing with these things still eludes me. And from what I've been able to uncover, there's little information into it at all.
so here comes the question in its great scope: "How does one edit particles and ribbons in blender? "
and more precies, How does one edit them in a controlled environment?
It has taken me quite a while to discover exactly how to identify them at all. What I observe it by far the greatest problem, Ribbon effects seem to either:
(1) run continuously on models when they should actually only appear once on specific conditions.
(2) Completely fly off the model and never appear again (Tempest for instance)
(3) Have a more or less invisible uncomprehensive connection to... a bone I think. But I never have been able to actually duplicate the Zealots smokey-blade effect and work correctly with an attack animation.
Is there anyone who knows how to deal with these things?
Many, MANY thanks in advance.
0
Talon Oracle - Version A: Plasma-Caster
Shown in above picture is live.
Also another version of the Oracle is up.
Talon Oracle - Version B: Shieldforce-Caster
0
Permission is granted :)
And thanks!
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Talon Oracle
I'm yet looking into possible variations to the corOverall however the model itself is about ready.
Tell me guys what you think?
Also, since I've worked on the scout I've found a better way to do the hex and make it blend better.
Expect some updates to other released models aswell.
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Hi,
After about a good month of having the new site, there is a small thing that is really bugging me right now.
I think the default setting upon loading any new page it should list in the order of "Latest Updated"
Everytime I come here it always lists the same order and its completely invisible if and what changed, is new.
Yes I know, there a button... but still.. it should be a default setting.
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Talon Scout
An alpha version of the soon to be ready Talon Scout. This model is basically just for fun as its not an officially used unit outside of the campaign.
However, it may yet arrive in a future mod and it just felt right to include a Talon-themed model for it.
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Talon Watcher