- Joined
- Nov 11, 2004
- Messages
- 1,986
So there are a few things we need to get out of the way, first the "Toggle Layer Explorer" is used to group together a bunch of objects, I attached the <L> shortcut to open en close it and is configured Vertically and sorted by layer and not by hierarchy. Here blizzard uses the LOD0 to LOD3 to seperate the objects for that level of detail. Just like they did with the SC2 models
Then there is the animation layer, not really sure how they work but the is exploited in SC2 as being a 'turret' animation
You also have UV Layers, they use a second layer to render out the Decal in SC2 and in Overwatch (now overwatch is a whole other thing because it was made in Maya)
And I believe the new Reforged models were also made in Maya
T.
In Sc2 they used STCs and STGs for animation groups, you just added groups with higher priority over others, the bones in that group would play the highest priority animation while the ones not on highest priority group, played the animation in the lowest priority group.
With the format changes I've seen, I highly doubt they implemented layered animations. It's 1 layer of animation still with Bone Turret still being hardcoded.
On "decals" MDX models could already use more than one unwrap and you had an id in the material layers to say which unwrap group you wanted to use. That was all possible in format 800. It's not well documented here, but it's possible to do in NeoDex, it shows how to set it up. One of the weird secrets about it. On version 800 it wasn't to useful because you could only use hardcoded textures but now that you have maps, if there's a decal map, you could use it in