I'll try to get a tutorial up for you guys on how to use the tools. As for the export not working, I've tested it in two different 3ds max versions (2010 and max 9) and they both are working fine. Are you making sure sc2objects.ms is in 3dsmax\Plugins directory? It might be erroring out. Open up the listener by pressing F11 in max, then run the exporter and check the listener contents for any errors. Show me the errors if there are any. Otherwise the model should be exporting guys, I'm testing it on a completely fresh Max 9 service pack 2 which is a much earlier version than 3ds max 2010 and I'm having zero problems with the export. I've imported a zealot and exported it straight out and all animations are fine...
Well that was odd. Loaded up 3DS Max 2010, (Where I had the problem before) loaded up my modified model, opened the listener, tried exporting and it exported fine. The file appeared as it is supposed to. So it seems to be working now, but keep this issue in mind as it came up for more than one person, apparently. ^.^
Do you think it's able to model with Blender and then export the model into a 3DSMax file and then exporting it into m3?
That would be great if this can be done correctly.
And... by the way: Are these "hair" parts on models working right now? Like you can see them on zealots or the tentacles of the corrupters? really need this feature...
When I exported the modified Zealot back to Starcraft 2, it didn't come with everything intact, but that's to be expected for an early version of the exporter. Still, the animations did work! (Not visible in this screenshot as I didn't modify the stand animation.)
No team color, no blades, no dreadlocks. Yes animation, in all its sexy glory.
Bringing the Dark Templar into 3DS Max also had a few glitches, such as the left leg being crunched up in its animations for no obvious reason. Also, the bones seem resistant of IK chains, except for a limb solver.
Do you think it's able to model with Blender and then export the model into a 3DSMax file and then exporting it into m3?
That would be great if this can be done correctly.
And... by the way: Are these "hair" parts on models working right now? Like you can see them on zealots or the tentacles of the corrupters? really need this feature...
...organic models making so much mess -.-
The "hair" parts don't seem to be working right now, unless there's something I'm unaware of. As for modeling with Blender, transferring it through 3DS Max and then exporting as an M3, I don't see any reason why that couldn't be done but you'll have to do some clean up and setup work in 3DS Max once there. Like telling it where the animations begin and end.
Is there any model viewer for M3 ? Or Sc2 models ?
It wont export here.
I am using IK animated(bones) model(1 editable mesh).
I select the model. Placed texture(standard or sc2).
Tried to export, typed "TM" as file name. Pressing Save. But nothing. Strange...
Using 3dsmax 2010 64bit. My files are under Scripts Startup and Plugins in both directories, 32bit and 64bit.
I also have neodex and his plugins. That has nothing to do with eachother ?
EDIT: Ok it exported normal mesh without any bones(with material).
Gonna try to test it how further it goes.
EDIT2: Ok, found the problem. Seems like it wont export if there are shapes on the scene ? I mean, I use shapes for rigging. Oo
How to fix that problem ?
I might find an fix solution for this but not sure yet...
Try to make mesh, add bones, add shape, add skin modifier to the mesh, animate, and try to export then... This doesnt work here.
Huh. I got the 3DSMaxinstaller about in May, but it doesn't seem to work. It says "connecting", gives me a progress bar, and once it's filled up, nothing happens. :( Dang it, I wanna make my Psionic Hydralisk model!
The bug you were getting is because sc2objects.ms wasn't loaded in 3ds max and it's necessary to grab animations, since it contains the animation UI. The problem at the moment is I've set the script to crash silently in the listener so you don't get an error box when it doesn't work, something I'll fix in the next update. So to be clear, extract the scripts BEFORE you boot up 3ds max, make sure sc2objects.ms is in the 3dsmax\plugins directory and everything should work fine. If you can't be bothered doing that, use 'Run Script' to load sc2objects.ms BEFORE you import/export as the sc2objects.ms is vitally important for both scripts to use custom materials and the animation UI. You'll know sc2objects.ms is loaded if 'M3 - Sequences' appears in the Utilities drop down menu.
Very strange that team colour is not working for your zealot. Check the materials you're using for your model. You should be using a 'Starcraft 2' shader and for each map layer a 'Starcraft 2 Bitmap'. In the map layers, you can make the texture alpha render as team colour with a checkbox. I'll demonstrate all this in the tutorial I eventually put up. You should be getting blades too, that is very strange. The only thing you don't get is hair and particle effects. The hair is actually a ribbon emitter and the glow on the blades are done through particle emitters, support for those should come in the future.
At the moment, IK chains are not properly supported. There is an option to use bones as IK chains in the M3 format (as seen in the colossus) but at the moment there's no support for it in the exporter. Only boring old FK chains at the moment. Animations are still very beta but will be improved in the future as I learn more about exporting animations. I'll look into the DarkTemplar.m3 glitching. At the moment I'm using euler controllers in 3ds max for importing animations and I want to make the switch to TCB controllers as they use proper quaternions and don't suffer from gimbal lock. I believe once I start using TCB controllers alot of the animation bugs will disappear.
The script at the moment only exports one 'editable_mesh' object in the scene. If it finds more than one editable mesh it'll crash. You can either hide or freeze any extra geometry before you try to export to prevent the error from happening. When you click export, you should have just a single editable mesh that has a skin modifer applied to it. Bones should be added to the skin modifier to rig the mesh.
Have not tested it for gmax at all. Most of the code I've used strives for backward compatibility, however gmax is really old and buggy. I doubt gmax supports the .dds format either as 3ds max 9 service pack 2 is the first 3ds max version to support .dds. Also, custom objects such as materials and bitmaps that I'm using to extend the capabilities of the importer/exporter were first introduced around 3ds max 5.1. I highly doubt I'll be able to make the script compatible with gmax but I can look into creating a modified version that'll work in gmax. I sense you'll lose alot of key features though.
Don't bother making it gmax-compatible, I'll just try find someone who'll make a standalone program, maybe using python. If you want to do that, that'd be sweet ;D but I understand if you don't have the knowhow or desire to do it outside of max.
well IK can be converted to FK easilly. Use the NeoDex tool: IK Snapper
for bone chains or 3dmaxy's IK2FK converter in wc3campaigns.
Actually, that wont work.
Tnx, I will try to hide everything.
Make some tutorial, with one simple model, that has simple texture, simple animation, simple rigg. and include importing into Sc2 Editor and testing it ingame. I can do it, but someone has to show me first. I exported, imported, but model isnt showing in GE previewer.
Not qite working if I hide everything. Works for other simple models.
Can you make it ignore other objects ?
And I know its still beta...
NiNToxicated Thank you for plugin. Hi all i found impexpMDX plugin, which work in 3ds max 2010, you can import models from warcraft 3, but i don't know imports if he animation or not because I recently started studying 3dsMax. Put files in 3dsmax directory/scripts/startup
I'm testing a custom mesh using the Ghost's bones and animations. I've skinned my new mesh, deleted the ghost's and am testing animations but I'm getting errors. I've tested importing and exporting the Ghost as is, and it seems to work fine, so the exporter works.
Export Starting
Gathering scene objects...
Getting mesh...
Checking for skin...found!
Getting bones...
Gathering used materials...
Getting submeshes...
Getting vertex list...
Getting vertex normals...
Building vertex list...
Getting materials...
Building bone list...
No ""+"" function for undefined**
When you convert bones from IK to FK with IK tools you get mesh as bones. (Simple option)
And if I try to convert IK to FK, rough option. Then I get error since I use complex skeleton, I guess.
I realized the reason the blades aren't showing up is because I left one map slot empty. But that map slot is supposed to contain "teamglow", and I don't see any textures for that, so I'm not sure how to handle that. This is a screenshot for which I gave it the "psiblade1" texture. Perhaps I just need to give it the same team color that the main body is still missing, heh.
Still not sure how to give it team color, I don't see the checkbox you're talking about NiNtoxicated. Guess I'll wait for a tutorial, that'll probably explain it to me.
Oh, and the IK I was referring to was just Max IK for use in setting up the animations, not SC2 IK. IK helps me design the animations which afterward are just standard animations.
Also... this:
WOOOOOO!
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Same problem here. Seems like its not exporting anything ?
BTW how do you call "Walk" animation in Sc2 ?
And how do we need to set M3Ex settings ? Texture options and Animation options.
I'll try to get a tutorial up for you guys on how to use the tools. As for the export not working, I've tested it in two different 3ds max versions (2010 and max 9) and they both are working fine. Are you making sure sc2objects.ms is in 3dsmax\Plugins directory? It might be erroring out. Open up the listener by pressing F11 in max, then run the exporter and check the listener contents for any errors. Show me the errors if there are any. Otherwise the model should be exporting guys, I'm testing it on a completely fresh Max 9 service pack 2 which is a much earlier version than 3ds max 2010 and I'm having zero problems with the export. I've imported a zealot and exported it straight out and all animations are fine...
@NiNtoxicated01: Go
Well that was odd. Loaded up 3DS Max 2010, (Where I had the problem before) loaded up my modified model, opened the listener, tried exporting and it exported fine. The file appeared as it is supposed to. So it seems to be working now, but keep this issue in mind as it came up for more than one person, apparently. ^.^
This is awesome! I'm going to play with this ASAP! :D
Do you think it's able to model with Blender and then export the model into a 3DSMax file and then exporting it into m3?
That would be great if this can be done correctly.
And... by the way: Are these "hair" parts on models working right now? Like you can see them on zealots or the tentacles of the corrupters? really need this feature...
...organic models making so much mess -.-
When I exported the modified Zealot back to Starcraft 2, it didn't come with everything intact, but that's to be expected for an early version of the exporter. Still, the animations did work! (Not visible in this screenshot as I didn't modify the stand animation.)
No team color, no blades, no dreadlocks. Yes animation, in all its sexy glory.
Bringing the Dark Templar into 3DS Max also had a few glitches, such as the left leg being crunched up in its animations for no obvious reason. Also, the bones seem resistant of IK chains, except for a limb solver.
The "hair" parts don't seem to be working right now, unless there's something I'm unaware of. As for modeling with Blender, transferring it through 3DS Max and then exporting as an M3, I don't see any reason why that couldn't be done but you'll have to do some clean up and setup work in 3DS Max once there. Like telling it where the animations begin and end.
Incidentally the script doesn't work for Gmax :( Got a syntax error. Can't wait till there's a standalone program or a blender script.
Is there any model viewer for M3 ? Or Sc2 models ?
It wont export here.
I am using IK animated(bones) model(1 editable mesh). I select the model. Placed texture(standard or sc2). Tried to export, typed "TM" as file name. Pressing Save. But nothing. Strange...
Using 3dsmax 2010 64bit. My files are under Scripts Startup and Plugins in both directories, 32bit and 64bit.
I also have neodex and his plugins. That has nothing to do with eachother ?
EDIT: Ok it exported normal mesh without any bones(with material). Gonna try to test it how further it goes.
EDIT2: Ok, found the problem. Seems like it wont export if there are shapes on the scene ? I mean, I use shapes for rigging. Oo How to fix that problem ?
I might find an fix solution for this but not sure yet...
Try to make mesh, add bones, add shape, add skin modifier to the mesh, animate, and try to export then... This doesnt work here.
Huh. I got the 3DSMaxinstaller about in May, but it doesn't seem to work. It says "connecting", gives me a progress bar, and once it's filled up, nothing happens. :( Dang it, I wanna make my Psionic Hydralisk model!
This M3 exporter is awesome NiNtoxicated01 !
I used the exporter all day and I had no problems except with the baneling. If the baneling has Centrifical Hooks upgrade he loses his walk animation.
I use 3dsMax 2010.
Awesome! I should be able to get some sc2 models into the age of wonders 2 format now, since their animations will import correctly. :D
@Omnimmotus: Go
The bug you were getting is because sc2objects.ms wasn't loaded in 3ds max and it's necessary to grab animations, since it contains the animation UI. The problem at the moment is I've set the script to crash silently in the listener so you don't get an error box when it doesn't work, something I'll fix in the next update. So to be clear, extract the scripts BEFORE you boot up 3ds max, make sure sc2objects.ms is in the 3dsmax\plugins directory and everything should work fine. If you can't be bothered doing that, use 'Run Script' to load sc2objects.ms BEFORE you import/export as the sc2objects.ms is vitally important for both scripts to use custom materials and the animation UI. You'll know sc2objects.ms is loaded if 'M3 - Sequences' appears in the Utilities drop down menu.
Very strange that team colour is not working for your zealot. Check the materials you're using for your model. You should be using a 'Starcraft 2' shader and for each map layer a 'Starcraft 2 Bitmap'. In the map layers, you can make the texture alpha render as team colour with a checkbox. I'll demonstrate all this in the tutorial I eventually put up. You should be getting blades too, that is very strange. The only thing you don't get is hair and particle effects. The hair is actually a ribbon emitter and the glow on the blades are done through particle emitters, support for those should come in the future.
At the moment, IK chains are not properly supported. There is an option to use bones as IK chains in the M3 format (as seen in the colossus) but at the moment there's no support for it in the exporter. Only boring old FK chains at the moment. Animations are still very beta but will be improved in the future as I learn more about exporting animations. I'll look into the DarkTemplar.m3 glitching. At the moment I'm using euler controllers in 3ds max for importing animations and I want to make the switch to TCB controllers as they use proper quaternions and don't suffer from gimbal lock. I believe once I start using TCB controllers alot of the animation bugs will disappear.
@tigerija: Go
The script at the moment only exports one 'editable_mesh' object in the scene. If it finds more than one editable mesh it'll crash. You can either hide or freeze any extra geometry before you try to export to prevent the error from happening. When you click export, you should have just a single editable mesh that has a skin modifer applied to it. Bones should be added to the skin modifier to rig the mesh.
@JackRCDF: Go
Have not tested it for gmax at all. Most of the code I've used strives for backward compatibility, however gmax is really old and buggy. I doubt gmax supports the .dds format either as 3ds max 9 service pack 2 is the first 3ds max version to support .dds. Also, custom objects such as materials and bitmaps that I'm using to extend the capabilities of the importer/exporter were first introduced around 3ds max 5.1. I highly doubt I'll be able to make the script compatible with gmax but I can look into creating a modified version that'll work in gmax. I sense you'll lose alot of key features though.
well IK can be converted to FK easilly. Use the NeoDex tool: IK Snapper for bone chains or 3dmaxy's IK2FK converter in wc3campaigns.
@Nintoxic,
Don't bother making it gmax-compatible, I'll just try find someone who'll make a standalone program, maybe using python. If you want to do that, that'd be sweet ;D but I understand if you don't have the knowhow or desire to do it outside of max.
Oh, and check your PMs ;)
Actually, that wont work.
Tnx, I will try to hide everything.
Make some tutorial, with one simple model, that has simple texture, simple animation, simple rigg. and include importing into Sc2 Editor and testing it ingame. I can do it, but someone has to show me first. I exported, imported, but model isnt showing in GE previewer.
Not qite working if I hide everything. Works for other simple models. Can you make it ignore other objects ? And I know its still beta...
explain? I have animated many wc3 models that way
Comment by KorvinGump taken from the last newspost:
I'm testing a custom mesh using the Ghost's bones and animations. I've skinned my new mesh, deleted the ghost's and am testing animations but I'm getting errors. I've tested importing and exporting the Ghost as is, and it seems to work fine, so the exporter works.
Export Starting
Gathering scene objects... Getting mesh... Checking for skin...found! Getting bones... Gathering used materials... Getting submeshes... Getting vertex list... Getting vertex normals... Building vertex list... Getting materials... Building bone list...
No ""+"" function for undefined**Export Failed
When you convert bones from IK to FK with IK tools you get mesh as bones. (Simple option) And if I try to convert IK to FK, rough option. Then I get error since I use complex skeleton, I guess.
I realized the reason the blades aren't showing up is because I left one map slot empty. But that map slot is supposed to contain "teamglow", and I don't see any textures for that, so I'm not sure how to handle that. This is a screenshot for which I gave it the "psiblade1" texture. Perhaps I just need to give it the same team color that the main body is still missing, heh.
Still not sure how to give it team color, I don't see the checkbox you're talking about NiNtoxicated. Guess I'll wait for a tutorial, that'll probably explain it to me.
Oh, and the IK I was referring to was just Max IK for use in setting up the animations, not SC2 IK. IK helps me design the animations which afterward are just standard animations.
Also... this:
WOOOOOO!