Hello guys.I am new to 3ds max.I decided to export my WOW character to sc2.At first,I found it quite easy to use models in wow cuz I can convert .TGA textures to .DDS,and open .m3 with a text editor,replace all ".tga" to ".dds".That helps a lot with reducing file size,but helmet and shoulder armors are missing...Then I found the great .m3 plugin on this forum,so I planned to import m3 to 3dsmax.
I imported my BloodElf model(as it was Testing,I didn't import any armor models.),and applied Sc2 material to all the objects.renamed some attachment points.Then i export and got a script error.
attachment:
(
m3Obj = M3E_Attachment.init()
m3Obj.name = maxObj.attachName
local bname = maxObj.parent.name error occurs here. “name in undefined".
I suppose it's because some "maxObj" doesn't have a "parent",hence parent is null.Maybe i missed something with the attachment..What should i do?Thank you in advance.
EDIT:I added a "if(maxObj.parent != undifined)( )" block which surround the last 3 statement above,it says "export successfully",but i doubt whether the model is complete.
It's fun, that you edit the script. How do you know either the model complete or not? Have you tried it in the editor?
It has been a while I used m3 exporter last time, but I remember something about adding a tight hit test and defining a bone for it. So, my guess: there is a chance that script creates a tight hit test, but it stays unattached to any of the bones. So, your script edit may leave the model without a tight test, so it won't be able to be rectangularily selected.
When I need a model from wow, I don't export it via the m3 exporter, I save it as max file and open with Art Tools, and then fix it and export as a sweet shiny candy.
I would suggest you to go to the art tools related district of battle.net forums and sign up for the Art Tools beta test. That thing will provide you with wider instruments for m3 editing. And, unlike the m3 expoter, it has no bugs.
Thanks for you reply Zolden!
I imported the "incomplete" model into galaxy editor and it seems to be Ok,at least for now,the rectangularly selection,moving,collision and being hit by missiles look just fine.I 'll search for some materials about tight hit test,hope I can finally work it out.
The Art Tools seems so nice! But I only have an account on CN server.Gotta ask my friends for the setup files.
BTW,you can save a wow model as .max file?I didn't see that function in wow model viewer,can you explain how you did that?Thx again
You're using m3 exporter to import m3 models from wow model viewer to max, right? So, jsut save it as .max file. Just when you import, change 1000 fps to 30. And write down the start/end frames of the animations. Art Tools scripts are using different object names, so you will have to remake materials and animations within Art Tools. But some names are concur, so, m3 exporter and Art Tools can't exist on the same copy of max 11. I have 2 copies.
Art Tools installation includes some documentation and tutorials, and there you can read about hit tests and other stuff.
Oh, one more tip. After loading a model to Art Tools, you need to scale it 100 times bigger this way: go to utilites tab, press more, pick "rescale world unit", set 100, press ok.
Hello guys.I am new to 3ds max.I decided to export my WOW character to sc2.At first,I found it quite easy to use models in wow cuz I can convert .TGA textures to .DDS,and open .m3 with a text editor,replace all ".tga" to ".dds".That helps a lot with reducing file size,but helmet and shoulder armors are missing...Then I found the great .m3 plugin on this forum,so I planned to import m3 to 3dsmax.
I followed this tutorial,Hoping to get my armor attached.[Tutorial] WoW models into SC2 with team colors.
I imported my BloodElf model(as it was Testing,I didn't import any armor models.),and applied Sc2 material to all the objects.renamed some attachment points.Then i export and got a script error.
( m3Obj = M3E_Attachment.init()
m3Obj.name = maxObj.attachName
local bname = maxObj.parent.name
error occurs here. “name in undefined".m3Obj.bone= (M3E_findParentBone m3modl.bones bname) - 1
)
I suppose it's because some "maxObj" doesn't have a "parent",hence parent is null.Maybe i missed something with the attachment..What should i do?Thank you in advance.
EDIT:I added a "if(maxObj.parent != undifined)( )" block which surround the last 3 statement above,it says "export successfully",but i doubt whether the model is complete.
It's fun, that you edit the script. How do you know either the model complete or not? Have you tried it in the editor?
It has been a while I used m3 exporter last time, but I remember something about adding a tight hit test and defining a bone for it. So, my guess: there is a chance that script creates a tight hit test, but it stays unattached to any of the bones. So, your script edit may leave the model without a tight test, so it won't be able to be rectangularily selected.
When I need a model from wow, I don't export it via the m3 exporter, I save it as max file and open with Art Tools, and then fix it and export as a sweet shiny candy.
I would suggest you to go to the art tools related district of battle.net forums and sign up for the Art Tools beta test. That thing will provide you with wider instruments for m3 editing. And, unlike the m3 expoter, it has no bugs.
@Zolden: Go
Thanks for you reply Zolden! I imported the "incomplete" model into galaxy editor and it seems to be Ok,at least for now,the rectangularly selection,moving,collision and being hit by missiles look just fine.I 'll search for some materials about tight hit test,hope I can finally work it out.
The Art Tools seems so nice! But I only have an account on CN server.Gotta ask my friends for the setup files. BTW,you can save a wow model as .max file?I didn't see that function in wow model viewer,can you explain how you did that?Thx again
You're using m3 exporter to import m3 models from wow model viewer to max, right? So, jsut save it as .max file. Just when you import, change 1000 fps to 30. And write down the start/end frames of the animations. Art Tools scripts are using different object names, so you will have to remake materials and animations within Art Tools. But some names are concur, so, m3 exporter and Art Tools can't exist on the same copy of max 11. I have 2 copies.
Art Tools installation includes some documentation and tutorials, and there you can read about hit tests and other stuff.
@Zolden: Go
I see.Now I got the art tools and will check out how it works.Thanks for the hints!
Oh, one more tip. After loading a model to Art Tools, you need to scale it 100 times bigger this way: go to utilites tab, press more, pick "rescale world unit", set 100, press ok.
@Zolden: Go
Noted.:D