Looks like you forgot to convert the model to editable mesh. ALso, after
you did "add bones" check that your mesh has skin modifier, and other
objects have bone links.
The model is in editable mesh, and has skin modifier
I just tried it on a "geosphere" with 1 bone, 1 fuzzy test, 1 tight test
not sure if the fuzzy test and tight test need bones, so i tried again adding a bone to fuzzy test and tight test each
The m3 file that is exported can be selected in SC2 but is still just a empty model and is just a empty space when viewed in SC2 editor (this geosphere is exported as a 3kb file, the car i was trying earlier is only a 7kb file)
I attached pics of the skin/and list of items in the scene, what am i doing wrong?
Thanks for your help and effort Leruster and Zolden!
Btw Student.autodesk.free doesnt allow me to download 3ds max 2011 because I have 2012 lol...or else i would switch to 2011 and try that...
Surely because of language difficulties this was a complete misunderstanding.
Of course i use max11. My question is why cant the plugin do the "ThigtTest" and "FuzzyTest"?
It causes a huge problem when i am working with a complicated model to do these test before every exporting. While designing a model it takes around
200-300 exporting during the test period. I am working on a BattleCruiser modification right now. It contains 50 mesh,57 bones and 29 helpers. Where should i know on which bones should i run these "ThigtTest" and/or "FuzzyTest" and extra bones(Bound Sphere, Ref_Origin etc.)? Here, I note that the original model does not always include these extra bones(Attachment), "ThigtTest" and/or "FuzzyTest". My last model(arbiter) none of them contains and work.
Make no mistake I greatly appreciate your work, but I have to say, i ran into an insurmountable obstacle, because the plugin.
Ok :) Nincs harag. Remélem, hogy a fordítás jó.
A vizsgálati szükségesek összeegyeztethetőségének modell. A döntőbíró működött, mert használt pixel-to-pixel módszerrel. Ez a módszer nem túl hatékony. Az előző verziójához azt nem támogatta, így a modellek voltak komoly kompatibilitási problémák.
Ha jobban megnézed, minden modell a játékban van a "szűk" szerkezet. Néhány ezek közül használja, némelyik nem. A szerkezet mindig ott van.
Íme néhány modell és példa:
Tudod engedélyezése / tiltása a vizsgálat kijelzőn:
Az Antena modell nem rendelkezik a vizsgálatok, ugyanaz a fa. Ezért nincs csontokat, hogy támogassa a teszt objektumok.
Ha megnézzük egységek, mint Battlecruiser vagy Marine vannak tesztek, mind a feszes és fuzzy.
És ezek a csontokat, hogy mely a vizsgálatok kapcsolódnak.
Ha importálja a Battlecruiser modellt max, akkor a teszt ott. Az egyetlen dolog, hogy azok rejtettek. Nem kell csatolni olyan dolgozó max fájl, akkor létre magadnak az importáló a kívánt modellt.
Az objektumok által importált max kerülnek újraelosztásra rá rétegeket.
Nem kell, hogy tartalmazza a vizsgálatok minden export. Csak azt kell helyezni a vizsgálat után, adjunk hozzá egy csont, és ez marad ott.
Remélem, ez segít megértésében, hogy miért és mikor kell hozzáadni a tight test.
EDIT: oh, és csak akkor kell vizsgálatot a kívánt objektumokat Ez kattintson rá. Bármely más objektum nem kell a vizsgálat.
Fa-és az antenna nem választható tárgyak nem rendelkeznek vizsgálatokat.
Marine és a Battlecruiser a választható tárgyak és ezért vannak tesztek.
The test is required in order for the model to be compatible. The arbiter model was working because it was using pixel-to-pixel method. This method is not very effective. The previous version did not support it, so the models had serious compatibility issues.
If you look closely, all the models in the game have the tight test structure. Some of them are using it, some of them are not. But the structure is always there.
Here are some examples and models:
You can enable /disable display of the test inside the editor:
The antenna does not have the tight test, the same with the tree. Therefore, there is no bone to support the test objects.
If you look at units such as Marine or Battlecruiser, you can see that they have both tight and fuzzy tests.
And there are the bones to which the test are attached.
If you import the Battlecruiser model the tests will be there there. The thing is that they are hidden. So I don't need to attach the working max file, you just have to import the model and there you are - working model.
All the imported objects are distributed into layers:
You do not need to separately include the test during every export. You just need place the test object once, add it to a bone and it will stay there.
I hope this helps you understand why and when to add the tight body.
EDIT: oh, and you only need to test the objects if you're creating clickable objects. Any other object can be exported without the test (exporter will automatically add null test structure but it will still be compatible).
Tree and antenna are not selectable - that's why you don't have bones and tests attached. Marine and Battlecruiser are selectable - that's why they have the tests and bones which support the tests.
i have a question i try exporting an m3 model i have created with animation i keep getting an error that says unknown exception i am using 3dsmax 2012 x64
note: it only errors when i try to export it with an animation further investigation it is doing it with previous models i have create with the older plugins and 3dsmax 2010 <- i believe
edit: I updated my 3dsmax to the latest update sp2, update 12 and it is able to export the model with animation
im not done with it trying to figure out how to create an animation with an object to fade in and outlike a box that has an sc2map on it like a waypoint to go to activated then deaticivated by changing the opacity of the object
Rollback Post to RevisionRollBack
Maps
A Rogue's Story
Death Haven V2
Assets
Diablo 3 Waypoint
Diablo 3 UI Tutorial
Custom Chatbox
does anybody know how to do that in 3ds max. reiteration: make a model fade in and out with its animation i tried using a visibility track and chnage it over the timeline but sc2 editor doesnt recognise it ive seen some models have this sort of thing on it like this model of a portal but cant seems to replicate it http://www.sc2mapster.com/assets/dark-protoss/files/44-portal/
Rollback Post to RevisionRollBack
Maps
A Rogue's Story
Death Haven V2
Assets
Diablo 3 Waypoint
Diablo 3 UI Tutorial
Custom Chatbox
so the construction model
so the information i need is in the actual texture file?? that will make it come in and out in animation
oh i see i looked at the model of the armory and its light blink while building and i noticed it has to do with the emissive map looks like i am going to have to make an emissive map for my waypoint
hmm it is not working i have the brightness multiplier on the spec map changing but in sc2 it is always visible
actually it's not saving the animation at all like its saving the different sequences but not the actual animation data i have attached the model with an animation to move the waypoint in the stand 01 but in sc2 it doesnt move it just shows the spec map ontop of the waypoint
well after some playing around i just figure i would do it the dirty way so i managed to get it to work by taking the armory base model and just replacing the maps and model and switching the animations around
in turn i am going to post the max scene, m3 model, and all the required textures if anybody wants a working waypoint from diablo 3
I did some searching and read back a ways through the thread, but I can't seem to find anything on my issue, so I'll go ahead and post it here.
Let me begin with the fact that I'm a very new modeller. Everything I've done so far is cut-and-paste splicing work to get a feel for 3DS Max, so that if I ever try to do something more impressive, I don't end up either crashing the program or reliving my time in Garry's Mod. And while this is probably a stupid mistake on my part, I've run into an issue I doubt I'll be able to fix on my own in any reasonable span of time.
The situation is kind of strange. I have my model, I'm all ready to export it, and I can do that just fine. When I load it up in StarCraft 2, the mesh fails to display. Further, bringing it up in the cutscene editor crashes the entire program. What I've been able to figure out digging through older versions of the model is that it's the mesh or something related that's primarily the problem; I can tell the animations and skeleton export fine as I can see the attachment points moving in sync with them.
The only error report I've been able to work off of has been through backwards logic; I exported the model, then tried to import it. The export goes mostly fine, but the import fails. "Unknown property: 'ablock' in undefined" is what 3DS Max tells me.
Additionally, during the export, there's a huge spam of this in the listener:
TEMPCOLOUR:undefinedAKEY:[255,255,255,0]
Every so often, it switches between "0" and "64" in that last number, but I'm unsure if that's relevant.
If need be, I can attach my scene. It's not much original work and it's probably roughly on par with an infant's finger painting, but everyone's got to start somewhere, right?
Edit: Forgot to mention, I'm working off of 3DS Max 2010, 64 bit.
The model is in editable mesh, and has skin modifier
I just tried it on a "geosphere" with 1 bone, 1 fuzzy test, 1 tight test
not sure if the fuzzy test and tight test need bones, so i tried again adding a bone to fuzzy test and tight test each
The m3 file that is exported can be selected in SC2 but is still just a empty model and is just a empty space when viewed in SC2 editor (this geosphere is exported as a 3kb file, the car i was trying earlier is only a 7kb file)
I attached pics of the skin/and list of items in the scene, what am i doing wrong?
Thanks for your help and effort Leruster and Zolden!
Btw Student.autodesk.free doesnt allow me to download 3ds max 2011 because I have 2012 lol...or else i would switch to 2011 and try that...
@Leruster: Go
Surely because of language difficulties this was a complete misunderstanding. Of course i use max11. My question is why cant the plugin do the "ThigtTest" and "FuzzyTest"? It causes a huge problem when i am working with a complicated model to do these test before every exporting. While designing a model it takes around 200-300 exporting during the test period. I am working on a BattleCruiser modification right now. It contains 50 mesh,57 bones and 29 helpers. Where should i know on which bones should i run these "ThigtTest" and/or "FuzzyTest" and extra bones(Bound Sphere, Ref_Origin etc.)? Here, I note that the original model does not always include these extra bones(Attachment), "ThigtTest" and/or "FuzzyTest". My last model(arbiter) none of them contains and work. Make no mistake I greatly appreciate your work, but I have to say, i ran into an insurmountable obstacle, because the plugin.
@Kailniris2: Go
Ok :) Nincs harag. Remélem, hogy a fordítás jó. A vizsgálati szükségesek összeegyeztethetőségének modell. A döntőbíró működött, mert használt pixel-to-pixel módszerrel. Ez a módszer nem túl hatékony. Az előző verziójához azt nem támogatta, így a modellek voltak komoly kompatibilitási problémák.
Ha jobban megnézed, minden modell a játékban van a "szűk" szerkezet. Néhány ezek közül használja, némelyik nem. A szerkezet mindig ott van.
Íme néhány modell és példa:
Tudod engedélyezése / tiltása a vizsgálat kijelzőn:
Az Antena modell nem rendelkezik a vizsgálatok, ugyanaz a fa. Ezért nincs csontokat, hogy támogassa a teszt objektumok.
Ha megnézzük egységek, mint Battlecruiser vagy Marine vannak tesztek, mind a feszes és fuzzy.
És ezek a csontokat, hogy mely a vizsgálatok kapcsolódnak.
Ha importálja a Battlecruiser modellt max, akkor a teszt ott. Az egyetlen dolog, hogy azok rejtettek. Nem kell csatolni olyan dolgozó max fájl, akkor létre magadnak az importáló a kívánt modellt.
Az objektumok által importált max kerülnek újraelosztásra rá rétegeket.
Nem kell, hogy tartalmazza a vizsgálatok minden export. Csak azt kell helyezni a vizsgálat után, adjunk hozzá egy csont, és ez marad ott.
Remélem, ez segít megértésében, hogy miért és mikor kell hozzáadni a tight test.
EDIT: oh, és csak akkor kell vizsgálatot a kívánt objektumokat Ez kattintson rá. Bármely más objektum nem kell a vizsgálat.
Fa-és az antenna nem választható tárgyak nem rendelkeznek vizsgálatokat. Marine és a Battlecruiser a választható tárgyak és ezért vannak tesztek.
Thank you, now I understand why it is necessary to tests.
@Leruster: Go
Any chance you could put the in English. please
@harvy2008: Go
The test is required in order for the model to be compatible. The arbiter model was working because it was using pixel-to-pixel method. This method is not very effective. The previous version did not support it, so the models had serious compatibility issues. If you look closely, all the models in the game have the tight test structure. Some of them are using it, some of them are not. But the structure is always there.
Here are some examples and models:
You can enable /disable display of the test inside the editor:
The antenna does not have the tight test, the same with the tree. Therefore, there is no bone to support the test objects.
If you look at units such as Marine or Battlecruiser, you can see that they have both tight and fuzzy tests.
And there are the bones to which the test are attached.
If you import the Battlecruiser model the tests will be there there. The thing is that they are hidden. So I don't need to attach the working max file, you just have to import the model and there you are - working model.
All the imported objects are distributed into layers:
You do not need to separately include the test during every export. You just need place the test object once, add it to a bone and it will stay there.
I hope this helps you understand why and when to add the tight body.
EDIT: oh, and you only need to test the objects if you're creating clickable objects. Any other object can be exported without the test (exporter will automatically add null test structure but it will still be compatible).
Tree and antenna are not selectable - that's why you don't have bones and tests attached. Marine and Battlecruiser are selectable - that's why they have the tests and bones which support the tests.
@Leruster: Go
Thank You.
i have a question i try exporting an m3 model i have created with animation i keep getting an error that says unknown exception i am using 3dsmax 2012 x64
note: it only errors when i try to export it with an animation further investigation it is doing it with previous models i have create with the older plugins and 3dsmax 2010 <- i believe
edit: I updated my 3dsmax to the latest update sp2, update 12 and it is able to export the model with animation
@xXdRaGoNrIdDeRXx: Go
So it's working right? :) Could you attach the .max file even if it's ok?
im not done with it trying to figure out how to create an animation with an object to fade in and outlike a box that has an sc2map on it like a waypoint to go to activated then deaticivated by changing the opacity of the object
@xXdRaGoNrIdDeRXx: Go
does anybody know how to do that in 3ds max. reiteration: make a model fade in and out with its animation i tried using a visibility track and chnage it over the timeline but sc2 editor doesnt recognise it ive seen some models have this sort of thing on it like this model of a portal but cant seems to replicate it http://www.sc2mapster.com/assets/dark-protoss/files/44-portal/
@xXdRaGoNrIdDeRXx: Go
Investigate the materials of an .m3 model resposible for the look of early stages of building a terran building.
@Leruster: Go
so the construction model so the information i need is in the actual texture file?? that will make it come in and out in animation
oh i see i looked at the model of the armory and its light blink while building and i noticed it has to do with the emissive map looks like i am going to have to make an emissive map for my waypoint
@xXdRaGoNrIdDeRXx: Go
You can animate the brightness parameter. Using that you can modify the way map is rendered.
@Leruster: Go
hmm it is not working i have the brightness multiplier on the spec map changing but in sc2 it is always visible
actually it's not saving the animation at all like its saving the different sequences but not the actual animation data i have attached the model with an animation to move the waypoint in the stand 01 but in sc2 it doesnt move it just shows the spec map ontop of the waypoint
@xXdRaGoNrIdDeRXx: Go
well after some playing around i just figure i would do it the dirty way so i managed to get it to work by taking the armory base model and just replacing the maps and model and switching the animations around
in turn i am going to post the max scene, m3 model, and all the required textures if anybody wants a working waypoint from diablo 3
@xXdRaGoNrIdDeRXx: Go
i'm back. ribbon has completed. What color effects sc2 model has?
any ideas -> http://www.sc2mapster.com/forums/development/artist-tavern/47879-why-does-this-happen/#p1
I did some searching and read back a ways through the thread, but I can't seem to find anything on my issue, so I'll go ahead and post it here.
Let me begin with the fact that I'm a very new modeller. Everything I've done so far is cut-and-paste splicing work to get a feel for 3DS Max, so that if I ever try to do something more impressive, I don't end up either crashing the program or reliving my time in Garry's Mod. And while this is probably a stupid mistake on my part, I've run into an issue I doubt I'll be able to fix on my own in any reasonable span of time.
The situation is kind of strange. I have my model, I'm all ready to export it, and I can do that just fine. When I load it up in StarCraft 2, the mesh fails to display. Further, bringing it up in the cutscene editor crashes the entire program. What I've been able to figure out digging through older versions of the model is that it's the mesh or something related that's primarily the problem; I can tell the animations and skeleton export fine as I can see the attachment points moving in sync with them.
The only error report I've been able to work off of has been through backwards logic; I exported the model, then tried to import it. The export goes mostly fine, but the import fails. "Unknown property: 'ablock' in undefined" is what 3DS Max tells me.
Additionally, during the export, there's a huge spam of this in the listener:
Every so often, it switches between "0" and "64" in that last number, but I'm unsure if that's relevant.
If need be, I can attach my scene. It's not much original work and it's probably roughly on par with an infant's finger painting, but everyone's got to start somewhere, right?
Edit: Forgot to mention, I'm working off of 3DS Max 2010, 64 bit.