| 01-18-2005, 02:29 PM | #1 |
How can I properly create a death animation in GMAX, so the model dissapears after it dies? I have the sequence, but it hangs around.... How do I use a spawned effect, like the preexisting ones, when the model dies I'd like to use one of the explosions (original blizzard 'spawned effect'). Is there a way to tie that in? |
| 01-18-2005, 08:29 PM | #2 |
sorry but those explotions are made by parts emitters you need max for that, or use mdl editing. About the visibility anims, select the mesh or geoset you want to make invisible and open note track (ghraphic editors or animation -> new track view (in the case of gmax)) now type tracks-> visibility tracks-> add, noow write your visibility keys, remenber 0 means no visibility and 1 means full, you can also variate between this 2 by setting 0.5 to make it looks ghostly. |
| 01-18-2005, 11:16 PM | #3 |
UGH I made animations in GMAX, using rotation keys and whatnot. DEX exporter script is not exporting them. Its not exporting my attachment points. Its not exporting my RIPPLE modifier on my cape animation. Its not exporting BONES. Everything is selected. What am I doing wrong? I added the anim times and everthing...keys...all that crap. Just like MoMM tutorial said. The wheels on the car spin fine in GMAX. And the cape waves wonderfully. How do I get the wheels to move with the body of the car when I roll it? What the heck - This really sucks..... Okay, and WC3 will remove it after decay time? So its not sitting there invisible forever? Is it better to: 1. Shade the models skin, alpha the materials in the MDL to blend the team color in, and use 'Unshaded' 2. Save the alpha channels IN the skin, and let warcraft shade the team color |
| 01-19-2005, 11:25 PM | #4 | |
Quote:
you need to follow the next rules: -A: for bones to be exported they must be in the skin modifier. -B: only use linear and Tcb Controllers for rotations, Bezier,linear and TCB for scale and position(don't use eular) -C:before aplying the skin modifier, reconvert the model to mesh so it save all the modifiers but it won't be affected. -D:attachments needs to start with "ATT:" in its name so they be exported. -E:for using helpers, skin the bones and link them to helpers. -F:Only add 1 visibility animation for each geoset and it needs more than 2 keys to exported. |
| 01-20-2005, 01:25 PM | #5 |
Okay. So, even something as simple as a car needs bones? So I would maybe have one bone down the center, and four 'wheel' bones attached to the ends? (two on each end) Then skin the middle bone with the body, and the outer bones with the wheels? For rotation, I used motion, create rotation key. Is that wrong? If its supposed to be ATT:, why does the tutorial say REF:? How come the 'ripple' on the cape won't export - is that not a valid modifer for WC3 / DEX? I really, really apreciate your help. Of the three forums I've tried, help seems extremely limited and rare :( I purchased 3DS max 5.0 yesterday in light of all these GMAX problems. Its not here yet, but hopefully that was a good decision. |
| 01-20-2005, 10:02 PM | #6 |
1rst okey first, the tutorial said REF:, cause it was done for an old DEX version 2nd add a bone for each of the wheels (set it in the original wheel pivot point position & rotation) and then link all the wheels to a central bone, and finanlly skin the wheels. 3rd, for controllers, go to assign controllers in motion, select the controller and type the top icon to change the type of controller. 4rd if riple is a animation modifier then wc3 won't use it else it is usefull. |
| 01-21-2005, 05:37 AM | #7 |
No matter what I do, it won't rotate the wheel the correct direction. I tried X, Y and Z rotations. I just don't get it. I tried to change the pivot points orientation, but that changed the damn bone too. * Big Sigh * |
| 01-23-2005, 12:17 AM | #8 |
My bone is positioned at center of wheel. The pivot point for my bone and wheel is the same orientation and location. The wheel is SKINNED to the bone, and the envelope surrounds the mesh. ![]() Now, when I grab the bone and rotate it manually, it rotates BEAUTIFULL. It follows just as it supposed to. ![]() BUT when I add a TCB rotation in ANY ANY axis, it rotates it just like this. ![]() I used the link tool to link FOUR wheel bones to the body. But when I move the body bone, nothing follows it !!!!!!! |
| 01-23-2005, 02:05 PM | #9 |
first take out the bone from skin, then break every link with it and set it in the position of the wheel vertexes (select all the vertexes from the wheel and you shall get the center position, down inthe stats panel) |
| 01-24-2005, 01:53 PM | #10 |
I have a series of chain bones. When I move the top bone, they ALL move. Good. When I move an end bone in the model, it rotates and stays connected. Good. When I do a TCB position key to the end bone, it moves BY ITSELF and disconnects. What gives?? |
