Thank you guys, it'll be another day or so before I can release a version to the public.. need to do a lot of testing... already found that the skinning sucks big time, so I need to review that. But if it doesn't get corrected soon, I'll probably release it as a beta or something
I'm not going to add anything to the script at this time just make it robust and easy to use and understand, so that people that want to play around in it, can do that.
WOOOOOOOOOOOOOOOOOOOOOOOOT !!!! ( jumps on desk and does a backflip !! )
FINALLY it WORKS !!! Animations are supported !!! After months of f*g breaking my head, throwing pens around, cursing the paint of my walls, reading other guys codes (without understanding), etc.... my script imports animations from Starcraft 2 AND Heroes of the Storm!!!
And yes it does support m3a files !
Lots of caveats still but I will work on that before throwing it into the wild :)
I reviewed my code,added lots of comments, made a Utility so that it can be run without going into the code, just click of the button.
I tested a dozen of files
All of the models that I tested import the mesh, bones and textures (not materials) perfectly, that is for SC2 & HotS!
Portraits seem to work (SC2, cause Hots only have a background.. ), I do need to implement the creation of the camera, which would be very usefull for this.
m3a files can be imported without issues.
The animation sequences are nicely imported and can be found in the SC2ArtTool Animation Pane!
The animation itself is looking good, only found 1 weirdness in 1 m3 file, that the position of the model seems to lower, while everything else in the animation is good...
Setbacks
m3a files have other bone names then in the m3 files for the same character, so skinnning needs to be done manually :/
the SKINING is clearly lacking something, some models have nearly no issues, other are just "WTF???" this could be solved by manually doing the skinning
I'm planning on doing a little tutorial (video) on how it works so that it is clear for everyone.
ETA: video & script will be published this weekend, even if it is not quit finished yet
I do want feedback in return, so people that want to review the code, please do!
Successfully implemented the SKIN !!!!!!! I reread all the scripts I gathered and found my mistake ...
First hero tested -> Nova, import the animation work, although the animation names do not fit the animations, probably overlooked something... again :)
Here is a little sneak peak, no manual interventions !!
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Ok, so I found out why the hero animations are so weird...
the set of animation sequences (SEQ) do not match the number of animations in the collection (STC)
the set of sequence groups hold multiple collections for one sequence
I read through the Art Tools documentation and found that the animation sequences can contain splitbody animations as subanimation stracks
Ok in layman's terms it means that for example the run animation is set up in 2 pieces, one for the animation of the legs and one for the animation of the upper body, and they are combined into one running animation
the names are like Walk A_Lowerbody and Walk A_Full, where the Lowerbody and Full point to a split animation for the Walk A animation sequence... pffff
this is giving me another headache =(
For now I'll be pulling all the animations as a seperate sequence, not a combined one, well that's the idea anyway
I know there are a lot of models, especially the heroes who's model (seriously) screw up when importing the animation, so before you import the m3a file, SAVE your stuff!!
So here is the url for downloading the script (it can also be found using my assets)
I'm new to these forums, but I wanted to say thank you for the work you've done on these scripts... modding communities would not exist without people like you. /cheers
But sadly i can`t get script to work =(. I`m using x64 version of MAX. Tried to import War3_HDArchmage, War3HDBlademaster, and some doodads from blizzards war3 art asset. Tried to import without bones or anims of materials, and all the time i get error: " Type error: Call needs function or calss, got: undefined".
What form of error report should i send to you, if u need it?
The splitbody animation is for stuff like directional blending. It's what allows heads and stuff to turn to face targets, except you can do it with the upper body like in counterstrike. It would be useful for things like TPS and FPS where you wanted the model to more accurately follow aiming. I can see leaving them as-is being useful. At least, I think you can do that in sc2. You can do it with individual actors at least, iirc.
It also has uses in crossblending animations. Like firing and walking.
@TaylorMouse: Go
I don't post very often. But when I do...
Thank you guys, it'll be another day or so before I can release a version to the public.. need to do a lot of testing... already found that the skinning sucks big time, so I need to review that. But if it doesn't get corrected soon, I'll probably release it as a beta or something
I'm not going to add anything to the script at this time just make it robust and easy to use and understand, so that people that want to play around in it, can do that.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
This is indeed a great step forward !
So, little update,
Setbacks
I'm planning on doing a little tutorial (video) on how it works so that it is clear for everyone.
ETA: video & script will be published this weekend, even if it is not quit finished yet
I do want feedback in return, so people that want to review the code, please do!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Little update
Here is a little sneak peak, no manual interventions !!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse:
The portraits might need to be set up for sc2 using a portrait actor. That is how the campaign hero units use theirs.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@TaylorMouse: Go
Fantastic work As usual... Now if only I was in beta >.<
@nolanstar: Go
I know, but the setting up to export to SC2, I'll leave that up to you guys
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Ok, so I found out why the hero animations are so weird...
the set of animation sequences (SEQ) do not match the number of animations in the collection (STC) the set of sequence groups hold multiple collections for one sequence
I read through the Art Tools documentation and found that the animation sequences can contain splitbody animations as subanimation stracks
Ok in layman's terms it means that for example the run animation is set up in 2 pieces, one for the animation of the legs and one for the animation of the upper body, and they are combined into one running animation
the names are like Walk A_Lowerbody and Walk A_Full, where the Lowerbody and Full point to a split animation for the Walk A animation sequence... pffff
this is giving me another headache =(
For now I'll be pulling all the animations as a seperate sequence, not a combined one, well that's the idea anyway
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Will this help you guys in creating more awesome WC3 content?
https://twitter.com/BlizzardArcade/status/558745887329906688
@Blintzeln: Go
We knew already and yes it will :)
It has been released already btw. you can get it if you download the SC2 PTR.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hey guys, time to post my script and the tutorial
I know there are a lot of models, especially the heroes who's model (seriously) screw up when importing the animation, so before you import the m3a file, SAVE your stuff!!
So here is the url for downloading the script (it can also be found using my assets)
The Script
Please follow my tutorial first, don't throw error messages in my direction, just tell me what file you were trying to import!
Hope you like it...
Updates are coming...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
I'm new to these forums, but I wanted to say thank you for the work you've done on these scripts... modding communities would not exist without people like you. /cheers
@Tesvixen: Go
Thnx man !
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hi, thank you for your amazing job.
But sadly i can`t get script to work =(. I`m using x64 version of MAX. Tried to import War3_HDArchmage, War3HDBlademaster, and some doodads from blizzards war3 art asset. Tried to import without bones or anims of materials, and all the time i get error: " Type error: Call needs function or calss, got: undefined".
What form of error report should i send to you, if u need it?
@Dzuke911: Go
That is sad to hear cause I can import the baldemaster without any problems
Just a quick check,
MAX 2011 ? SC2 StarTool 2.1 ?
So open the MAXScript Listener open my script, press CONTRL+E again
select your file and import again, tell me where it crashes ( just send me a PM)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
The splitbody animation is for stuff like directional blending. It's what allows heads and stuff to turn to face targets, except you can do it with the upper body like in counterstrike. It would be useful for things like TPS and FPS where you wanted the model to more accurately follow aiming. I can see leaving them as-is being useful. At least, I think you can do that in sc2. You can do it with individual actors at least, iirc.
It also has uses in crossblending animations. Like firing and walking.
Brilliant work! I know what I'll be doing for the next week and a half :)
@TaylorMouse: Go
I think the blade master is meant to have a necklace of skulls not large beads.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Why do you think that?
The model, as far as I can tell/find they are just beads... :/ maybe blizzard did not put in that particular model...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here