Is there a basic set up for the rigging of Terran human units (marine, ghost etc)
And if so, could someone grab me a picture please? I'm doing yet another ridiculous thing.
Unit rigging
-
- Terran Nuclear Silo Safety Inspector
- Posts: 239
- Joined: Sun Jun 14, 2009 8:01 pm
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Unit rigging
What do you mean by rigging?
You half to right click -> duplicate to have any hope of getting the unit to ever work, pretty much, and work from there.
You half to right click -> duplicate to have any hope of getting the unit to ever work, pretty much, and work from there.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.
-
- Terran Nuclear Silo Safety Inspector
- Posts: 239
- Joined: Sun Jun 14, 2009 8:01 pm
Re: Unit rigging
I mean rigging for model animations. I need to know how many hardpoints the units have and where.
- RazorclawX
- Xel'naga World Shaper
- Posts: 2101
- Joined: Thu Aug 24, 2006 7:19 pm
Re: Unit rigging
You can find them in the Model Previewer; there is an option to show the attachments which displays tiny green boxes that shows the location of all the attachment points are. The tree list on the right side of the Previewer lists the name of the attachments and blinks the appropriate point on the model.Archangel wrote:I mean rigging for model animations. I need to know how many hardpoints the units have and where.
You will find, though, that while nearly every model has things like Origin, Center, and Overhead, the remaining points tend to differ widely.