That's probably because you have a color animation on some layer. Couldn't really get the RGBA color animation to work. Maybe they're just not animatable (although it's present in the .m3 structure as an animatable parameter).
Remove the keys on the RGBA (or point4, I don't remember which one is used) part of the layer and it should work.
EIDT: This TEMP COLOUR: undefined thing is caused by typo. Just looked in the code. It doesn't affect the export process though, carry on :)
RGBA means that the color is described with 4 numbers: red, green, blue and alpha. Point4 is just a different way to store these values.
Hey I really need some help here: I'm using 3ds max 2012 and i have the scripts and the plugin both installed in the right directories, and I have the SC2 material, but when I go to the Create tab and go to helpers there is no Starcraft 2 group. I cant use any of the attachments because of it. Am i doing something wrong?
are you sure you put it in the right plug in folder?
i have 3ds max 2012 also, and the first time it didnt load the sc2 objects, but then i went and put the script in both plugin folders just in case, and when i restarted 3ds max, the sc2 objects were able to be used
I already have it in both plugin folders and i still dont have the helper attachments. makes it impossible to export anyting because it requires the HitTestTight attach.
Edit: I added a picture to show that I have the Starcraft 2 material thing, but not the helpers.
i have 3ds max 2012, and the first time my SC2 materials loaded, but the sc2 objects in the create/helper did not
I dont have my laptop with 3ds max with me so i cant check exactly, but I recall that I put all the scripts in the \Scripts\Startup\, and then i found 2 plugin folders, so i put the sc2_objects.ms into both of the folders
I have a copy of it in my Plug-Ins, Plugins, scripts, and Scrpits/Startup folder, and I still have the problem. Its darn persistent... any other suggestions?
Great! Keep the standards high ;) I should have told you that the last post was so fantastic: you had problem, described it perfectly, mentioned that you've actually searched the thread. Nice :)
I got a model to export, but only some of the objects that comprise the model show up in SC2 editor, and when i changed the marine to this model, and viewed ingame, the marine model still looked like a marine (the marine did not change so the imported model is not functional)
then i saved map and when i opened it back up in the SC2 editor i got some errors from the editor:
[1/24/2013 9:19:56 AM] Error: Error (XML: not well-formed (invalid token)) occurred while loading Models from game data file 'GameData/ModelData.xml'
When I export, I get a 55kb file, and in SC2 it looks like (picture 1) , and doesnt work when I try to select it for Marine model (the marine stays there even when the car model is selected for the marine, also saving and reloading SC2 gives editor errors)
I though maybe the bones were not added correctly so I tried attaching all the parts into one single object, with only 1 bone and materials matched by ID
However this makes the exported file size 3kb and does not work at all
I didn't check the .zip file but from what you write it seems that attaching a model another model is not a good idea. Use the SCENE CHECK button in the M3 export menu to see what's wrong.
Objects can't be attached, you need to skin them to bones.
Check if CAT bone has the same class as max's bones have.
To do it, select standard bone and type <<classof $>> in the listener.
Then do the same thing but after selecting the CAT bone.
You could even try to use CAT, just skin all meshes with normal bones and attach those bones to the CAT bones, create all animations, bake all trajectories to the bones, remove CAT shit.
@Fegroider: Go
That's probably because you have a color animation on some layer. Couldn't really get the RGBA color animation to work. Maybe they're just not animatable (although it's present in the .m3 structure as an animatable parameter).
Remove the keys on the RGBA (or point4, I don't remember which one is used) part of the layer and it should work.
EIDT: This TEMP COLOUR: undefined thing is caused by typo. Just looked in the code. It doesn't affect the export process though, carry on :)
RGBA means that the color is described with 4 numbers: red, green, blue and alpha. Point4 is just a different way to store these values.
@Leruster: Go
Thanks very much! That did the trick. Now I just need to figure out how I'm going to salvage a helmet I goofed on...
@Fegroider: Go
Glad it helped :) Salvage a helmet? Can you show some screenshots?
Hey I really need some help here: I'm using 3ds max 2012 and i have the scripts and the plugin both installed in the right directories, and I have the SC2 material, but when I go to the Create tab and go to helpers there is no Starcraft 2 group. I cant use any of the attachments because of it. Am i doing something wrong?
@beng128: Go
are you sure you put it in the right plug in folder?
i have 3ds max 2012 also, and the first time it didnt load the sc2 objects, but then i went and put the script in both plugin folders just in case, and when i restarted 3ds max, the sc2 objects were able to be used
I already have it in both plugin folders and i still dont have the helper attachments. makes it impossible to export anyting because it requires the HitTestTight attach.
Edit: I added a picture to show that I have the Starcraft 2 material thing, but not the helpers.
@beng128: Go
i have 3ds max 2012, and the first time my SC2 materials loaded, but the sc2 objects in the create/helper did not
I dont have my laptop with 3ds max with me so i cant check exactly, but I recall that I put all the scripts in the \Scripts\Startup\, and then i found 2 plugin folders, so i put the sc2_objects.ms into both of the folders
then that worked for me
I have a copy of it in my Plug-Ins, Plugins, scripts, and Scrpits/Startup folder, and I still have the problem. Its darn persistent... any other suggestions?
@Leruster: Go
I'll get it to you in a PM shortly - lack of quality is kind of embarassing, even if I am only a week's worth of a beginner.
@beng128: Go
You won't find it in that menu.
Search here instead:
@Fegroider: Go
Great! Keep the standards high ;) I should have told you that the last post was so fantastic: you had problem, described it perfectly, mentioned that you've actually searched the thread. Nice :)
I figured I was doing something wrong, Thanks so much! great plugin!
I got a model to export, but only some of the objects that comprise the model show up in SC2 editor, and when i changed the marine to this model, and viewed ingame, the marine model still looked like a marine (the marine did not change so the imported model is not functional)
then i saved map and when i opened it back up in the SC2 editor i got some errors from the editor:
[1/24/2013 9:19:56 AM] Error: Error (XML: not well-formed (invalid token)) occurred while loading Models from game data file 'GameData/ModelData.xml'
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(13,82) : XML: not well-formed (invalid token): Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_scopeTable.Count() == 0 Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_userData.Count() == 0 Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_entry == NULL Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
Anyone know why only some parts of the model were imported, and what is wrong with it that makes it not work?
@HatsuneMikuMegurine: Go
Screenshots of max please.
When I export, I get a 55kb file, and in SC2 it looks like (picture 1) , and doesnt work when I try to select it for Marine model (the marine stays there even when the car model is selected for the marine, also saving and reloading SC2 gives editor errors)
I though maybe the bones were not added correctly so I tried attaching all the parts into one single object, with only 1 bone and materials matched by ID
However this makes the exported file size 3kb and does not work at all
Any ideas on what I'm doing wrong?
I have a quick question: Can I use CAT Tools for skeleton creation, or will it ruin the export?
@HatsuneMikuMegurine: Go
I didn't check the .zip file but from what you write it seems that attaching a model another model is not a good idea. Use the SCENE CHECK button in the M3 export menu to see what's wrong.
Objects can't be attached, you need to skin them to bones.
@beng128: Go
Check if CAT bone has the same class as max's bones have.
To do it, select standard bone and type
<<classof $>>
in the listener.Then do the same thing but after selecting the CAT bone.
cat bone doesn't have same class... too bad. Does the exporter support squash and stretch in animation?
@beng128: Go
Try it :)
@beng128: Go
You could even try to use CAT, just skin all meshes with normal bones and attach those bones to the CAT bones, create all animations, bake all trajectories to the bones, remove CAT shit.
@Zolden: Go
That's a pretty good idea, but i'm not the most skilled person with 3ds, so I dont know how to go about baking the trajectories to bones.