I have read the various threads on creating custom animations, but can't get a really definitive answer on what I need exactly. I'm not all that 3d model-savvy.
I have a few different questions. Can I simply export the .m3 files of the models from SC2 and import them into 3DS Max? If not, do I need certain plugins to import it into 3ds max?
Once I do manage to import the model into 3ds max... What textures do I need it to come along with? Can I simply just edit one of the existing animations, save the model, then export it? After I export it, can I just reimport it back into SC2 and it'll have my new animation? Thanks.
Asking to create animations can mean two things, you already know how to model and are just looking into some info on how to make a custom animation for your model OR you actually can not model and are asking how can you animate a model.
Short answer if you can not model: Learn modeling :P It'd be the most difficult to explain in a post. You'd have to read a lot of tutorials to just get some basic animations.
Now, as to your other questions.
Nope, one cannot simply just open .m3 files with 3ds max, nor import them. To open/import them you need the 3ds max M3 plug ins by NiNtoxicated, luckily for you we have them! and they're here:http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
You'll need a various set of textures for your model to load properly with materials and shaders. There's no way on actually knowing them, though, most of the textures have the unit names too. For example, if you extrat the zealot.m3 its corresponding textures would be something like zealot_diffuse.dds, zealoy_normal.dds, zealot_specular.dds, and such.
To edit an animation you'll need to run the M3 sequences plug in that comes with the 3ds max m3 plug ins. It'll list you the set of animations and change the time bar accordingly, then you can edit your animation at will and it'll just save them. Additionally you can add more sequences and create your own animations.
Yes, you'd just export and reimport it to SC2.
I have just one more question about the textures. Can I just import the model into 3ds max, ignoring the textures and just work on my animation, reimport to SC2 and have no problem with the textures?
You could, but the exporter will have no information to continue importing the materials for said model. So it will just disregard the action and ignore it. it will ask you if you want to proceed, you can say "yes" but the model will be imported WITHOUT materials and shaders, which is not so convinient seeing that i you export your model it'll have no materials.
But wouldn't the SC2 engine link the materials to the model?
EDIT: Also, you say there's no way of telling exactly what the textures are used for each unit. About roughly how many textures should I be expecting per unit?
Nope. the texture information is embedded in the model format. Hell, the exporter won't even let you export if there's no texture information in the mesh.
Depends on the unit really, some just have 3 (diffuse, normals and specular) other units also have emissive maps and other units even have other textures for effects and such. I'd say 4 is the average. But really it's not hard to find them, like I said, they all have the unit name preceeding them. Plus if there's one you missed the importer will warn you about it hen you try to import the model so you just go ahead and extract it and done.
EDIT: Also, you say there's no way of telling exactly what the textures are used for each unit. About roughly how many textures should I be expecting per unit?
If you watch the SC2 models in the previewer of the galaxy editor, all used materials are listed.
Quote:
I'd say 4 is the average
...
But really it's not hard to find them, like I said, they all have the unit name preceeding them
Many models use multiple generic textures, which do not follow any naming conventions, for example for explosions, engine effects, smoke etc etc.
4 textures is very low for a unit, I would consider 8+ average a more realistic number. For example the thor alone uses about 18 different textures, only half of them have "thor" in their name.
Although that is right as part of the shader information inside the model you do not require smoke effects, explosions and such which was the question so you don't really need them to import the model.
That said I completely forgot about they being listed in the previewer :P
What is the average size I should be looking at for importing a model with 2-3 new custom animations? Would it be overwhelmingly large? Because my current projects allots me to about 5 MB of space.
It depends on the unit you're working with. Roughly you're looking at 250-600 kb files, 600 being the rough average for units with basic animations, 250 for lesser units that don't have as many (workers, vehicles).
I would be careful about importing and re-exporting units this way though, and do tests before you do animation. Sometimes a unit may lose certain particle effects through the import/export procedure, since the script doesn't support everything. Zealots lose their ponytails, Archons lose their glows, etc.
I see.. Well wow, that sucks in a way. But oh well. The zealot losing ponytail thing is uhhh, actually beneficial to me haha. Thank you for all the kind responses, everyone.
To be honest, these questions weren't really for me, I actually hired a modeler/animator for my project and I'd like to be able to properly prepare him for what I ask of. This is all just to save me money because I don't want him to rework on multiple animations and models multiple times.
Unfortunately, I just found out he animates in Maya. Here's my email to him...
Quote:
I am wondering the possibility of being able to animate in maya, exporting it to a compatible format for max, importing it to max, then export it as the .m3 file required. What do you think?
Here's his response:
Quote:
Well what I can do is bake animation and export in fbx to max.
Should have no problem. Either way you should hire him on a "per model" basis. Meaning you pay him for working models and not just for everything xD that way if it doesn't work for you you shouldn't have to pay him twice.
I've never done animations in maya before, though. So it's just a guess.
Porting from Max to Maya through .FBX = 100% fine. When I port back to Max through .FBX, sometimes I get errors or corrupted animation, and I don't really know why. This might not happen if you have custom animation starting in Maya, but I somehow think that porting back and forth loses something in the process that messes some stuff up.
TBH the most reliable way right now would be to animate in Max.
I have a question about animations. Don't really know much about animating. But, for some reason whenever I an import a file with nintoxicated, that I exported from SC2. Anything with an animation like the hololines on placement objects, become distorted.
Am, I doing something wrong? Do I have to manually do all animations like this. Never done animations in my life. Actually trying to learn how to make a makeshift reflective metal surface by moving UV coords. But, anyway. Any ideas why it does this?
Here is an example with the Xel'Naga Obelisk
What the animation should look like, swirls around the obelisk. Just look @ the gaseous part.
What happens when it goes through NiNtoxicated export. Gravitates to the center.
Seems to do it with all animations similar to this. HoloLines for example, just flashes, instead of gliding down the holographic placement model.
It's what I explained previously. The script is buggy with any sort of particles. You really have to be careful using units or models that have particle effects, some will just not work the way you want and there are few workarounds other than removing the particle effect completely.
It's what I explained previously. The script is buggy with any sort of particles. You really have to be careful using units or models that have particle effects, some will just not work the way you want and there are few workarounds other than removing the particle effect completely.
hololines isn't a particle though, it is the emissive map. Which is the same thing really going on here. I shouldn't of posted those pictures. My fault.
Here is a better example of what I am trying to ask. Sorry for being confusing. I really don't understand much of what I am talking about.
Emissive lines on imported model. Do not fade out, static color.
Emissive lines on in game model. This does fade and glow.
I have read the various threads on creating custom animations, but can't get a really definitive answer on what I need exactly. I'm not all that 3d model-savvy.
I have a few different questions. Can I simply export the .m3 files of the models from SC2 and import them into 3DS Max? If not, do I need certain plugins to import it into 3ds max?
Once I do manage to import the model into 3ds max... What textures do I need it to come along with? Can I simply just edit one of the existing animations, save the model, then export it? After I export it, can I just reimport it back into SC2 and it'll have my new animation? Thanks.
@Enexy: Go
Asking to create animations can mean two things, you already know how to model and are just looking into some info on how to make a custom animation for your model OR you actually can not model and are asking how can you animate a model.
Short answer if you can not model: Learn modeling :P It'd be the most difficult to explain in a post. You'd have to read a lot of tutorials to just get some basic animations.
Now, as to your other questions.
Nope, one cannot simply just open .m3 files with 3ds max, nor import them. To open/import them you need the 3ds max M3 plug ins by NiNtoxicated, luckily for you we have them! and they're here:http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
You'll need a various set of textures for your model to load properly with materials and shaders. There's no way on actually knowing them, though, most of the textures have the unit names too. For example, if you extrat the zealot.m3 its corresponding textures would be something like zealot_diffuse.dds, zealoy_normal.dds, zealot_specular.dds, and such.
To edit an animation you'll need to run the M3 sequences plug in that comes with the 3ds max m3 plug ins. It'll list you the set of animations and change the time bar accordingly, then you can edit your animation at will and it'll just save them. Additionally you can add more sequences and create your own animations. Yes, you'd just export and reimport it to SC2.
I can go further into detail if you need me to.
@xcorbo: Go
I have just one more question about the textures. Can I just import the model into 3ds max, ignoring the textures and just work on my animation, reimport to SC2 and have no problem with the textures?
@Enexy: Go
You could, but the exporter will have no information to continue importing the materials for said model. So it will just disregard the action and ignore it. it will ask you if you want to proceed, you can say "yes" but the model will be imported WITHOUT materials and shaders, which is not so convinient seeing that i you export your model it'll have no materials.
@xcorbo: Go
But wouldn't the SC2 engine link the materials to the model?
EDIT: Also, you say there's no way of telling exactly what the textures are used for each unit. About roughly how many textures should I be expecting per unit?
@Enexy: Go
Nope. the texture information is embedded in the model format. Hell, the exporter won't even let you export if there's no texture information in the mesh. Depends on the unit really, some just have 3 (diffuse, normals and specular) other units also have emissive maps and other units even have other textures for effects and such. I'd say 4 is the average. But really it's not hard to find them, like I said, they all have the unit name preceeding them. Plus if there's one you missed the importer will warn you about it hen you try to import the model so you just go ahead and extract it and done.
If you watch the SC2 models in the previewer of the galaxy editor, all used materials are listed.
Many models use multiple generic textures, which do not follow any naming conventions, for example for explosions, engine effects, smoke etc etc.
4 textures is very low for a unit, I would consider 8+ average a more realistic number. For example the thor alone uses about 18 different textures, only half of them have "thor" in their name.
@Kueken531: Go
Although that is right as part of the shader information inside the model you do not require smoke effects, explosions and such which was the question so you don't really need them to import the model.
That said I completely forgot about they being listed in the previewer :P
@xcorbo: Go
What is the average size I should be looking at for importing a model with 2-3 new custom animations? Would it be overwhelmingly large? Because my current projects allots me to about 5 MB of space.
EDIT: And I don't intend to use mod files.
It depends on the unit you're working with. Roughly you're looking at 250-600 kb files, 600 being the rough average for units with basic animations, 250 for lesser units that don't have as many (workers, vehicles).
I would be careful about importing and re-exporting units this way though, and do tests before you do animation. Sometimes a unit may lose certain particle effects through the import/export procedure, since the script doesn't support everything. Zealots lose their ponytails, Archons lose their glows, etc.
@Triceron: Go
I see.. Well wow, that sucks in a way. But oh well. The zealot losing ponytail thing is uhhh, actually beneficial to me haha. Thank you for all the kind responses, everyone.
To be honest, these questions weren't really for me, I actually hired a modeler/animator for my project and I'd like to be able to properly prepare him for what I ask of. This is all just to save me money because I don't want him to rework on multiple animations and models multiple times.
Unfortunately, I just found out he animates in Maya. Here's my email to him...
Here's his response:
Will this work?
Should have no problem. Either way you should hire him on a "per model" basis. Meaning you pay him for working models and not just for everything xD that way if it doesn't work for you you shouldn't have to pay him twice.
I've never done animations in maya before, though. So it's just a guess.
I have tried through .FBX with mixed results.
Porting from Max to Maya through .FBX = 100% fine. When I port back to Max through .FBX, sometimes I get errors or corrupted animation, and I don't really know why. This might not happen if you have custom animation starting in Maya, but I somehow think that porting back and forth loses something in the process that messes some stuff up.
TBH the most reliable way right now would be to animate in Max.
I have a question about animations. Don't really know much about animating. But, for some reason whenever I an import a file with nintoxicated, that I exported from SC2. Anything with an animation like the hololines on placement objects, become distorted.
Am, I doing something wrong? Do I have to manually do all animations like this. Never done animations in my life. Actually trying to learn how to make a makeshift reflective metal surface by moving UV coords. But, anyway. Any ideas why it does this?
Here is an example with the Xel'Naga Obelisk
What the animation should look like, swirls around the obelisk. Just look @ the gaseous part.
What happens when it goes through NiNtoxicated export. Gravitates to the center.
Seems to do it with all animations similar to this. HoloLines for example, just flashes, instead of gliding down the holographic placement model.
It's what I explained previously. The script is buggy with any sort of particles. You really have to be careful using units or models that have particle effects, some will just not work the way you want and there are few workarounds other than removing the particle effect completely.
hololines isn't a particle though, it is the emissive map. Which is the same thing really going on here. I shouldn't of posted those pictures. My fault.
Here is a better example of what I am trying to ask. Sorry for being confusing. I really don't understand much of what I am talking about.
Emissive lines on imported model. Do not fade out, static color.
Emissive lines on in game model. This does fade and glow.