read the instructions and work according to the pictures (look at the parameters)
Isomatric tricks
In this tutorial i'll explain how to make scenes for units(walk shoot die etc') in isomatrical games (such as starcraft, diablo fallout and so on ...). i'm not going to focus on how to capture the exact isomatrical angle because its well explained here.
  Setting up viewing angles

When you animate a unit for an isomatrical game, remember that u need to make it viewed from (usually) 16 angles or more/less. therefore, after u do the actual animating of the unit u'll need to catch it from 16 (or more/less) angles. here are examples of a walking scene for a unit i made long ago from 2 different views


If u ever used a viewer for an isomatric game (such as starcraft) u might notice this kinda looks like those scenes u'll find in the game.

so, u'v animated the unit, how do u catch it from 16 angles ? well u can simply rotate it equally 16 times and render everytime or do somekinda other time - consuming solution but my solution is the easiest and simplest (and most automatic). now, wherever your camera target will be, thats the center of the unit so keep that in mind. create a torus (in the top viewport) with the center exactly on the camera's target and the radius will be "the camera's path" so keep that in mind. after u did that make it have 16 segments (cause in this case we want 16 angles) and now start clonning the cameras and position them exactly on each segment. after that you can hide/delete the torus.


Well thats it. most of the work is done. now all u have to do is render it in every camera to seperate files. well ... that could be so freakin' time consuming !!! (i know from experience) but dont worry i got a solution for that too.simply goto video post and put all the cameras and output events (remember to make a different name for each angle) in the right order (click the thumbnail to see an example of how it should look like in the videopost). ok now thats it !!!! now u can sit back and watch it all gets done automaticly while all u have to do is simply animate the unit once and it will all get rendered for ya automaticly. i think this video post trick is really usefull and probably (not sure) unique for max thats (not only that of course) what makes it so great for games.

More usefull tips
Other notes u might wanna know - since i used 100 % black backround in my scenes in the RTS game i was working on, i couldnt have shadows for my units which really pissed me off. the solution was to use a shadow material on the ground (make sure u put a ground to your unit's feet) and to change the shadow color to about 90 % black (as shown in the previus screenshot in the material editor). another note - as u know, in games like starcraft u need a color chager effect (the color says who the unit belongs to) so allwais look for good areas to put that "color simbol" on your unit (take my unit for example - the purple part is changeable in the game's engine)remember to give it 100% self ilumination.


Copyright 2001 Zman
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