Thursday, April 19, 2012

[SC1/FA] Useful Information Sticky

Links to all kinds of Useful Things. PM me if you think there is something that should be added.



Tools

Robotronic's 3DS Max Exporter

Darius' Blender Exporter

Sean Mirrsen's Lightwave SCM&SCA Export Kit v1.2

tpapp's sc2normal texture converter (v1.1)



Modeling

The Critique Thread



Texturing

Complete Texturing Guide/Tutorial

How to get Tank Tracks to animate

Automatic background icons

The Critique Thread



Animation

The Critique Thread



Other

Model and Animation formats

Guide to prepping a Model in 3DSMax for Exporting

FA Bone Limit|||This seriously needs an animation tutorial. Also, is there a naming convention for the objects and dummies?|||The thing is, there isn't anything special to animating for SupCom, just Google "3D Studio Max Animation Tutorial" and you'll get hundreds of tutorials for it.



Naming conventions only matter in one instance that I'm aware off, and that is that the base bone but be the unit ID of the unit, everything else is defined by the user in the Unit's BP so there is no convention for naming. Having a certain pattern is useful, but you could name everything in binary and as long as you avoid spelling mistakes.



Mike|||Actually the base bone need not be the unit ID, it's simply the standard way of doing it. If needed for some reason, it may be named differently. I had to leave the BO:ACU bones the old names even though they have new ID's so old animation were still compatible.



However there are some places where the bones are expected to be certain names, at least the AttachPoints for transporting and airplane docking are critical.|||key frames and stuff like that I get, but what if you have something like a tank, where there is no pre-designed animation sequence? And what if you want part of your model to spin while the gun is fiiring but due to inertia gradually slow down after the units stops firing?|||Hmm what do you mean with that no pre-designed animation sequence. Tanks usually need no animations whatsoever, unless they deploy or whatnot. If you want spinning parts or something happening when firing, you do that in script. Look at the existing units that do this, like gatling guns (Ravager etc.) or such.|||I'll check the scripts but can I import unit models into Max 8(The plugins seem to have been tested for v9)? I'll probably need to see what gpg did|||Its ALL done in Script Venom, the only thing you'ss see in the model is a seperatebone/object for the spinning part.



Mike|||The format downloads appear to be down, can someone reupload them please?

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