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I've been viewing them in the viewer and the game and they don't work
And I'm a little confused about making the keys, do they have to be made in the Floating Toolbar or can you just make the movements of the bones after you turn on the Animation mode?
Well, in 3DS, there's an auto key mode that creates keys when you change anything. But I think in Gmax you gotta create the keys yourself in about half the cases, and in the other half it does for you. Weird, I know.
And, what exactly do you mean by nothing? When you load it in WE, do you see anything? when you look at the bar on the left, does the model have any animations you can switch between? Does it say anything is not found, or anything?
You animated the bones and not the meshes, right? Apart from that, it's probably just the script... damn Blizzard for not providing proper model conversion utilities...
You animated the bones and not the meshes, right? Apart from that, it's probably just the script... damn Blizzard for not providing proper model conversion utilities...
Sorry about double post, I thought I had deleted this one.
And can you make one sequence into two animations? I edited a VillagerMan model and removed the hammer in the build animation and put a sword, and I wanted to make the build be the Attack - 2 and the spell animation. Does that work? And if it does can someone tell me how.
You mean one warcraft sequence equal to two 3D pogram animations? You can't directly, though you can copy-paste (well, pseudo-copy-paste, it's slightly more complicated, but you know howto, right?) the animations next to each other and blend them into one animation... I think I jsut confused myself, but
If you mean two warcraft sequences equal to one 3D program animation, that's easy. So you probably mean the first one.
Okay that was confusing but I meant that I want previously one animation (Villager-Build) to become two animations (Attack -2 and Spell) but they both do exactly the same thing.
Oh, that's easy, just set Attack/x/y and Build/x/y, where x is the start and y is the end, both the same. This way, both war3 sequences will be read off the same animation.
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