Ardenian
A
Ardenian
Hello,
while working on a more complex model a few questions popped up and I would be glad to receive an answer to them.
1. For animations, I use a bone attaching every other bone to it having all geosets attached to bones. This way, the whole model will be moved upon moving that particular bone. Is this correctly done if I want to move the whole model ? ( spoiler: Aircraft)
2. If adding attachment points, I add a bone for each attachment point and in Magos I add an attachment point as sub to it. Is the bone unnecessary, if only used as reference for the attachment point, not being used in any animation ? Can I directly add an attachment point instead ?
3. I tried to rotate a geoset as global sequence around the Z axis, having linked it to a bone and trying to rotate that very bone. However, for unknown reason using the rotate tool with XY setting does not only rotate the geoset, but also scales it down. Why ? Can I prevent that somehow or how do I rotate a geoset ?
4. If I add a particle emitter to a unit, how do I prevent it being rotated if the whole model is rotated via a bone ( same case as in 1.). Do I simply not link it to the main bone that moves the whole model ? But how can I make sure it keeps the same height of the model then ?
So the model is rotated and I would like an emitter to be always on the same height ( of a particular part of the model), but not being rotated. I assume rotating an emitter will change the emitting direction.
My approach would be to create a separate set of bones, being moved as the main bone of the model, but never rotated. Is this the best way ? Or do I move just the emitter itself ?
5. What are the perfect animation times ?
I already know from tutorials:
Stand 1,2,3 -> ~1000-2500 frames per animation
Attack -> ?
Death -> ?
Decay -> I think 60000 frames ( = 1 minute real-time ?)
Spell -> ?
Birth -> 60000 frames ?
Walk -> ?
Dissipate -> ?
6. How do I consider movement speed in my animation ? I see there is a 'Apply Movement speed', but what does it mean ?
If I set it to 270, does it mean the animation I create will be set to a speed of 100% if the unit has 270 movement speed ?
What about Stand animations ? To what do I have to set it then ? Or will not ticking the box make the animation not being dependent on movement speed ?
7. An animation I created is properly shown in Mdlvis, but not in Magos, in Magos it is not shown properly, but cut, as if only 50% are shown. Which program is right ( not tested in-game yet) and how do I fix it ? Is there a main point causing this ?
8. What is IFI in the sequence editor of Mdlvis ?
I know these are a lot of questions, I would be glad if you could answer them.
while working on a more complex model a few questions popped up and I would be glad to receive an answer to them.
1. For animations, I use a bone attaching every other bone to it having all geosets attached to bones. This way, the whole model will be moved upon moving that particular bone. Is this correctly done if I want to move the whole model ? ( spoiler: Aircraft)
2. If adding attachment points, I add a bone for each attachment point and in Magos I add an attachment point as sub to it. Is the bone unnecessary, if only used as reference for the attachment point, not being used in any animation ? Can I directly add an attachment point instead ?
3. I tried to rotate a geoset as global sequence around the Z axis, having linked it to a bone and trying to rotate that very bone. However, for unknown reason using the rotate tool with XY setting does not only rotate the geoset, but also scales it down. Why ? Can I prevent that somehow or how do I rotate a geoset ?
4. If I add a particle emitter to a unit, how do I prevent it being rotated if the whole model is rotated via a bone ( same case as in 1.). Do I simply not link it to the main bone that moves the whole model ? But how can I make sure it keeps the same height of the model then ?
So the model is rotated and I would like an emitter to be always on the same height ( of a particular part of the model), but not being rotated. I assume rotating an emitter will change the emitting direction.
My approach would be to create a separate set of bones, being moved as the main bone of the model, but never rotated. Is this the best way ? Or do I move just the emitter itself ?
5. What are the perfect animation times ?
I already know from tutorials:
Stand 1,2,3 -> ~1000-2500 frames per animation
Attack -> ?
Death -> ?
Decay -> I think 60000 frames ( = 1 minute real-time ?)
Spell -> ?
Birth -> 60000 frames ?
Walk -> ?
Dissipate -> ?
6. How do I consider movement speed in my animation ? I see there is a 'Apply Movement speed', but what does it mean ?
If I set it to 270, does it mean the animation I create will be set to a speed of 100% if the unit has 270 movement speed ?
What about Stand animations ? To what do I have to set it then ? Or will not ticking the box make the animation not being dependent on movement speed ?
7. An animation I created is properly shown in Mdlvis, but not in Magos, in Magos it is not shown properly, but cut, as if only 50% are shown. Which program is right ( not tested in-game yet) and how do I fix it ? Is there a main point causing this ?
8. What is IFI in the sequence editor of Mdlvis ?
I know these are a lot of questions, I would be glad if you could answer them.