Hi everyone. I'm pretty new to using Blender. Right now, I'm trying to attach the Portrait head of the Specter to the body of the Storymode Marine. I've managed to postion it correctly but do not know how to attach the two together. Has anyone done this before? Would any of you be interested in helping me with this?
I had that as well. If you go into the modifiers on the objects you added just remove everything but the armature one that you just created, you'll know if it was the wrong one if the stuff stops animating. This worked for me.
A single edge split modifier is allowed after the armature modifier. Actually all imported meshes have an armature and edge split modifier. The edge split modifier is used for sharp edges.
I updated the m3addon to tell you the mesh object that has the invalid modfiers. That way you can search it in the outliner to fix it. The outliner has a search box at the bottom.
@ println Thanks for the m3addon update. It helped me alot in getting to the root of the problem. I've managed to get it exported as a .M3 file.
It's not perfect of course. But its my first success. The textures of the marine body is pretty buggy. The specter's visor dosen't stay connected in the editor but it does in Blender. Very strange.
About specter's visor not beeing connected: Double check that your added mesh part has a armature modifier that links to the correct armature object. Depending on how you imported the models you may have still two armature objects. Also the methods I described in my tutorial for fine tuning help also to verify that your mesh gets influenced by the right bones. Another possible mistake could have been to use real parenting to connect the mesh to a bone. That works in Blender but can't be exported. To verify that this is the case you could remove the modifer temporarly and check if that properly breaks the animation.
The redish/yellow glow come propably from some wrong color channel configuration. I recently changed/corrected how team colors / alpha channels are handled in the m3addon. In older m3addon versions you had a checkbox "alpha as team color". It turned out that the m3 files don't save a flag, but are actually allow you to specify which color channels are used. Per default it is RGB (red green blue). Thus per default the alpha channel does not get used. When you imported the models with an old m3addon version then all material layers are RGB, even if some where RGBA in the original model. So you need to switch it to RGBA for all material layers that have an alpha layer.
I extended my tutorial by two sections. You may want to check them out. It shows how you can do the steps you already did with much less effort.
Ok. I've done a little work on this one with the same results. Whenever I export this particular model from blender, the body turns out red. I finally fixed the head. The weapon is fine. The only conclusion that I can come up with is that, it's the model itself. I've done simular test on different models. Which blender exported perfectly. It's this one that is buggy. If anyone out there can figure this one out, please let me know,
Yep. It was originally a team coloured model. I managed to fix that by removing the specularity textures from it. Now it works but, it has a strange glow. Not sure on that one.
What is he exact name of the marine model you used? I suggest you try to import that model again and export it without changes. That way we can determine if there is a material setting the m3addon isn't importing or exporting correctly.
I tried a sm marine model and it looked fine "reexported" (import & exported unchaned with the m3addon). I attached a screenshot how it looks.
If the model is broken after a reexport, please make a screenshot of your graphic settings in the editor or try out multiple.
Also good to know is that you can preview different parts of the material in the cutscene editor separatly. For example you can choose to view a diffuse only version of the model to verify if it's a problem with the diffuse texutre(propably not the case).
Hi everyone. I'm pretty new to using Blender. Right now, I'm trying to attach the Portrait head of the Specter to the body of the Storymode Marine. I've managed to postion it correctly but do not know how to attach the two together. Has anyone done this before? Would any of you be interested in helping me with this?
@Acroyer: Go
Hi, I created a tutorial for you in which I explain it:
Tutorial: [Blender] How to attach model parts to an existing animated model
Thanks for the help Pintln! It worked. But, ran into some errors when I tried to export it. Here's a screenshot of it:
I leave a picture of that I made with the model for the Marine's website . Make 3dmax
@alleyviper85: Go
O_o that's awesome
The error read "Mesh must have no modifiers except single one for the armature."
@ Println -,Would you mind looking at this. I could send the file to you.
@ Alleyviper85 - I don't have 3dsmax. I can't afford it. Sweet model! I like it!
@Acroyer: Go
I had that as well. If you go into the modifiers on the objects you added just remove everything but the armature one that you just created, you'll know if it was the wrong one if the stuff stops animating. This worked for me.
@JacktheArcher: Go
A single edge split modifier is allowed after the armature modifier. Actually all imported meshes have an armature and edge split modifier. The edge split modifier is used for sharp edges.
I've tried both suggestions so far. Neither worked. It still will not let me export it as a .M3 file. I'm not sure what I am doing wrong.
@Acroyer: Go
I updated the m3addon to tell you the mesh object that has the invalid modfiers. That way you can search it in the outliner to fix it. The outliner has a search box at the bottom.
@ println Thanks for the m3addon update. It helped me alot in getting to the root of the problem. I've managed to get it exported as a .M3 file.
It's not perfect of course. But its my first success. The textures of the marine body is pretty buggy. The specter's visor dosen't stay connected in the editor but it does in Blender. Very strange.
@Acroyer: Go
About specter's visor not beeing connected: Double check that your added mesh part has a armature modifier that links to the correct armature object. Depending on how you imported the models you may have still two armature objects. Also the methods I described in my tutorial for fine tuning help also to verify that your mesh gets influenced by the right bones. Another possible mistake could have been to use real parenting to connect the mesh to a bone. That works in Blender but can't be exported. To verify that this is the case you could remove the modifer temporarly and check if that properly breaks the animation.
The redish/yellow glow come propably from some wrong color channel configuration. I recently changed/corrected how team colors / alpha channels are handled in the m3addon. In older m3addon versions you had a checkbox "alpha as team color". It turned out that the m3 files don't save a flag, but are actually allow you to specify which color channels are used. Per default it is RGB (red green blue). Thus per default the alpha channel does not get used. When you imported the models with an old m3addon version then all material layers are RGB, even if some where RGBA in the original model. So you need to switch it to RGBA for all material layers that have an alpha layer.
I extended my tutorial by two sections. You may want to check them out. It shows how you can do the steps you already did with much less effort.
Ok. I've done a little work on this one with the same results. Whenever I export this particular model from blender, the body turns out red. I finally fixed the head. The weapon is fine. The only conclusion that I can come up with is that, it's the model itself. I've done simular test on different models. Which blender exported perfectly. It's this one that is buggy. If anyone out there can figure this one out, please let me know,
@alleyviper85: Go
that looks good P.
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@Acroyer: Go
Red texture might mean it is team colored, you may need to switch from rgba to rgb, or at least that is what I had to do with art tools.
I don't remember what the command to change teams is either the f keys or number keys should let you test.
Yep. It was originally a team coloured model. I managed to fix that by removing the specularity textures from it. Now it works but, it has a strange glow. Not sure on that one.
@Acroyer: Go
What is he exact name of the marine model you used? I suggest you try to import that model again and export it without changes. That way we can determine if there is a material setting the m3addon isn't importing or exporting correctly.
I tried a sm marine model and it looked fine "reexported" (import & exported unchaned with the m3addon). I attached a screenshot how it looks.
If the model is broken after a reexport, please make a screenshot of your graphic settings in the editor or try out multiple.
Also good to know is that you can preview different parts of the material in the cutscene editor separatly. For example you can choose to view a diffuse only version of the model to verify if it's a problem with the diffuse texutre(propably not the case).
Thanks Println! I figured out where I went wrong with it.