I'm working a bit on a project involving WoW models. As you know, some of them cannot be exported directly from WoW Model Viewer (at least for me- Illidan, Water elemental, Thrall, most of the spells, creatures with particles...). I gave a try with Illidan, imported it with M2 importer, then converted it to most of the files formats supported by 3DS Max. But once exported via Star Tool, it remained bugged. My questions are:
Is there a way to have *.m2 models in 3DS Meooow without (or with an alternative to) the M2 import plugin we have here ?
Is there any other way to chain convert those models and have them working ?
Depends of the model. For example, Illidan gives me a blank model in every case(from WMV or with an intermediate format). Also had little glitch on Thrall's fingers.
I can see Illidan and browse for his animations in 3DS 2011, but once in the GE editor, the model is just blank. Yes, I use the Nintoxic's plugin (last version) to import. I've read sometimes ago that this model could not be imported properly, but I hope with Star Tool is possible.
Use Rescale World Units with 100 times (the rightest tab, "More" button), then create and apply Art Tools material to the mesh. It will make the model visible in the cutscene editor. Then create anims in Art Tools anim floater and set start/end times to make the animations work.
Also, you would need to remake particles and ribbons. And if the model uses different materials, you'd have to remake them all.
As for Thrall, there is a known glitch with some model animations after being exported from WMV and Imported into 3DS Max. The glitch will cause the last key frame of the animation to be incorrect. It will cause heads to turn, hands opening, legs, arms, and hands raising up or turning, and various other issues. MOST of the time this glitch can be fixed by simply deleting the last key frame of that animation and then Shift+Dragging the first key frame to where the last one once was.
Hello guys.
I'm working a bit on a project involving WoW models. As you know, some of them cannot be exported directly from WoW Model Viewer (at least for me- Illidan, Water elemental, Thrall, most of the spells, creatures with particles...). I gave a try with Illidan, imported it with M2 importer, then converted it to most of the files formats supported by 3DS Max. But once exported via Star Tool, it remained bugged. My questions are:
Is there a way to have *.m2 models in 3DS Meooow without (or with an alternative to) the M2 import plugin we have here ? Is there any other way to chain convert those models and have them working ?
Thanks in advance for your answers.
Export the model (eg Illidan) from WoW using WoW model viewer to .m3 format and import it in 3dsmax. I just tried it and it works just fine.
You said "bugged". What do you mean by "bugged"?
@Leruster: Go
Depends of the model. For example, Illidan gives me a blank model in every case(from WMV or with an intermediate format). Also had little glitch on Thrall's fingers.
@ShawarmaKhan: Go
Try exporting from WMV as .m3 and import using M3 scripts.
Do you use m3 exporter to import? Can you import some models?
@Zolden: Go
I can see Illidan and browse for his animations in 3DS 2011, but once in the GE editor, the model is just blank. Yes, I use the Nintoxic's plugin (last version) to import. I've read sometimes ago that this model could not be imported properly, but I hope with Star Tool is possible.
@ShawarmaKhan: Go
Dont use Nintoxics use http://www.sc2mapster.com/profiles/Leruster/ that guy is AWESOME :). he continued it after nintoxic quit on it.
@ShawarmaKhan: Go
Use Rescale World Units with 100 times (the rightest tab, "More" button), then create and apply Art Tools material to the mesh. It will make the model visible in the cutscene editor. Then create anims in Art Tools anim floater and set start/end times to make the animations work.
Also, you would need to remake particles and ribbons. And if the model uses different materials, you'd have to remake them all.
Do what Zolden says.
As for Thrall, there is a known glitch with some model animations after being exported from WMV and Imported into 3DS Max. The glitch will cause the last key frame of the animation to be incorrect. It will cause heads to turn, hands opening, legs, arms, and hands raising up or turning, and various other issues. MOST of the time this glitch can be fixed by simply deleting the last key frame of that animation and then Shift+Dragging the first key frame to where the last one once was.
Hi guys.
@SearingChicken: Go
Actually, I knew it but I forgot to update. Did not solve the problem anyway. ;)
@Zolden: Go @Daara87: Go
Thank you for the tips, I'll try that soon (bit booked at the moment). I'll give you infos at time. Thank you guys !