| 08-13-2008, 04:29 AM | #1 | |
Hi, just got a few (important?) questions here; perhaps it's really MDL-editing, in which case a tall frosty glass of "My bad, can an Admin please move this?" is served. :P Anyway: - Can one make a "Bone_Turret" as the parent to all other bones, and make the unit rotate to attack? - Solved, thank you TDR and Rao Dao Zao - How do I move the position of sfx when modifying/creating them (in Magos)! Always too low! - Is it difficult to add building Birth anims, or the backscreen on a Portrait model? (i.e. How?) - Portrait question solved, thank you Mc! - How does one remove corpse geosets? I merged the animations from a dummy unit to an existing one, and the corpse stays visible through all the merged animations. No matter what I do, I can't fix it. (I have the test models to show, if it helps).\ - I get an error with Magos; Quote:
--NEW QUESTIONS-- - (When geomerging), how does one connect the bones of the merged (animated) mesh to the merging (unanimated) mesh? (Hope that makes sense) - (Ironically enough): Unless their's a tutorial out there for this, how does one make a hero model into a unit? I can remove the Hero Glow, but adding a corpse, making it disappear, positioning it... Is it too much for my puny resources? Anyway, any help would be greatly appreciated; +Rep, of course. |
| 08-13-2008, 10:28 AM | #2 | |
Quote:
http://www.hiveworkshop.com/forums/f...-corpses-8930/ |
| 08-13-2008, 06:01 PM | #3 |
... I am so ashamed. I mispelled "Various", for crying out loud!... What kind of monster am I! ~~~ Anyway, thanks Linaze. I'll try that one out. Anyone else (for the other q's)? --EDIT-- Aww crud. Nothing I do works anymore. Thanks anyway, Linaze; but I followed the tutorial as closely as I could, to no avail. I'm past caring anymore; I'll probably just remove the geoset and forget about having a corpse in the alternate form. If anyone would like to see the actual file to try and figure it out, just speak up on the thread. |
| 08-18-2008, 11:28 AM | #4 |
Ah, bump? |
| 08-24-2008, 12:14 AM | #5 | |
Quote:
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| 08-24-2008, 03:10 AM | #6 |
Do you mean "parent" as in "make Bone_Turret the parent of", or vice versa? Updated the first thread; new question. |
| 08-24-2008, 09:30 AM | #7 |
oh no, please excuse me, I said it wrong. I meant make bone_turret child of bone_root, because bone_root must be the parent of everything. So just link all the bones to bone_turret and then bone_turret to bone_root. I think it should work. But I don't know how well bone_turret works for moving units though... Oh and because this is more about geomerging and editing, I'm moving this to the model editing forum. |
| 08-24-2008, 11:23 AM | #8 |
Actually, Bone_Turrent can be the root of all bones. Even having a Bone_Root at all seems to be simple convention rather than actual necessity. And yes, Bone_Turret will not function on mobile units -- only for structures. I don't see why you can't have many of them, since I've never seen anything about objects with the same name (except in the case of particle emitters, and I'm not even sure if that's true); but the game may well get confused and break up. If you try that, you're on your own. |
| 08-25-2008, 01:48 AM | #9 |
The backscreen on a portrait model is simply a plane which uses the hero glow replaceable texture (which id is 2), using a single planar unwrap. So it's actually really easy to do one |
| 08-25-2008, 10:43 AM | #10 | |
Quote:
How could I do anything else? :P Thx for moving, btw. @RDZ: So wait, are you saying (if the unit I modify will be immobile), it still won't work? Only on units with the "Is a Building" Boolean set to True? Or just that as long as the unit doesn't move, they will be able to rotate to face attacked targets? @Mc!: Ok. But since all I've got is E-prims, Magos, and Oinkerwinkles, is creating a plane everytime I need a viable option? Or should I rather just pull a portrait off of something and save it as a little MDL, for geomerging whenever I need? ~~~ Thanks, all. Updated first thread. |
| 08-25-2008, 11:09 AM | #11 |
The problem with Bone_Turret on a unit is not that it won't work, but that it's entirely useless -- the entire unit pivots to face its target, so the system is redundant. Only on buildings, of which only a portion should face the target, is the system any use. |
| 08-25-2008, 11:19 AM | #12 |
Well, on most units, perhaps; but some units could benefit from it... I'm not sure of what they are at the moment, but I'm sure it'll come to me. :P Anyway, is it feasible to add Bone_Turret somewhere else in the heirarchy, and thus cause that part to rotate (i.e. make Bone_Turret a parent to Bone_Head, for creepy-head-spinning-projectile-vomiting action?) |
| 08-25-2008, 11:24 AM | #13 |
A bone is a bone, you can put it anywhere you like. |
| 08-25-2008, 11:35 AM | #14 |
Hmm... Veeery gewd... |
| 10-04-2008, 06:10 PM | #15 |
I belive bone turret works as long as the unit is immobile not necessarly a building (see serpent ward,tentacle) and if you put root ability on a unit bone turret work if it's rooted. If you want to have a bone turret effect on mobile unit you have to trigger. Something like : Trigger: Animation - Lock (Attacking unit)'s Head to face (Attacked unit), offset by (0.00, 0.00, 90.00) |
