![starcraft 2 editor how to add a 3d model starcraft 2 editor how to add a 3d model](https://cdnb.artstation.com/p/assets/images/images/000/121/523/large/eric-spitler-spacemarine2-highpoly.jpg)
Modified lights according to Blizzard's pdf Scene check and Add bones buttons are now available from the M3-Export menu Some are properly described.Ĭhanges in layer system (mainly due to particle materials compatibility)Īdded layer managment when importing objects Resulting transformation is the one that will be taken under consideration in game.Īdded Bone Tools interface to manage bone flagsĬhanges in Particle Emitters. These test can have their own set of transformations which are added to the bone's transformations. The only thing that matters if bone's transformation.Įxcept if you are picking a bone for tight or fuzzy test. That's because the helper's transformation is irrelevant. If you use the PICK BUTTON provided with the helpers, you will see that it will bring down the helper to the bone's position. Of course you'd have to handle all the hierarchy but for creating static objects to use in game or to test I find this rather usefull :) If the object is a sc2helper then it will create bone at it's pivot and attach the object to the bone.
Starcraft 2 editor how to add a 3d model skin#
If the object is geometry then it will add skin modifier, create a bone and add this bone to the skin. The bones are added in the pivot points of selected objects, one by one. "Add bone" adds bones to the selected helpers and geometry. If the script finds any errors it will report them in the pop-up window and print them into the listener. "Scene check" checks if scene if ready to be exported without any errors and if it will look as expected on the editor side.
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One is "Scene check" and the other is "Add bone" If you look at the M3 - Export menu, you can see two new buttons there. I did this to increase the compatibility and to have this "user-side-check" whether everything is ok or not. In this version, if you won't attach the sc2helpers to the bones or if you won't skin the geometry, the script will not do it during the export phase. If you click on ribbon, pemitter, tight or fuzzy test you'll notice that there is this common button with label "Parent:" I strongly recommend checking out original models to figure out what method of placing those is the right one. Tight test should encapsulate the entire model within it, fuzzy test should build less overall shape of the model. There can be only one tight test in the scene, but you can have as many fuzzy tests as you want. The green one is the fuzzy test and it is used when you click the unit to select it. The blue one is the tight test and it is used when the game tries to figure out whether you are including the unit with the box selection method or not. If you open up the editor, there any unit model (let's take again - the corruptor) and click RENDER -> SHOW GEOMETRY -> HIT TESTS you can see that there are a few capsules. So it's rather important that you include those two in the next export that you do :) Every model that is clickable in the game has those two tests (of course it is not mandatory to the bushes or trees objects, only the clickable ones). Now these tests are really important to the compatibility of the custom model with the game itself.