@JackRCDF: Go
@Monkalizer: Go
There are two ways of scaling a model in Blender which the exporter understands:
You can scale the mesh in edit mode
You can assign the mesh to a bone and use then this bone to scale the mesh. it's the best way of doing it, since the bone is animatable. How you can assign a mesh to a bone I show in the new third video of this tutorial. Of course you would ideally not assign the complete mesh to a single bone, but to a complete skeleton. The process of creating a skelton for a mesh is called "rigging" (if you want to google for it). Expecially for human models there are some (half) automated ways of creating skeltons for it. You may want to checkout this video: http://www.sintel.org/news/rigify-auto-rigging-system/
@Monkalizer: Go There are two ways of scaling a model in Blender which the exporter understands:
You can scale the mesh in edit mode
You can assign the mesh to a bone and use then this bone to scale the mesh. it's the best way of doing it, since the bone is animatable. How you can assign a mesh to a bone I show in the new third video of this tutorial. Of course you would ideally not assign the complete mesh to a single bone, but to a complete skeleton. The process of creating a skelton for a mesh is called "rigging" (if you want to google for it). Expecially for human models there are some (half) automated ways of creating skeltons for it. You may want to checkout this video: http://www.sintel.org/news/rigify-auto-rigging-system/
Ah, I was scaling in Object Mode. I realize what rigging and animating is :P I was just trying to get the model into SC2 so I could trouble shoot one of the textures, as it was giving me difficulties before when I was using 3D studio max. Now I can use Blender <3 I'll rig it and then see if I can do it better this time :D Thanks for your help
Hello,
first i have to thank you for this great tutorial and addon. That was really what i needed! :) I worked throw your tutorials and some other to create my own model for starcraft 2, but ive got a problem with exporting my model when i added bones and animated it.
Without bones, i have no problem to export the textured model. I have just one little problem that my model looks into the wrong direction, i tried to rotate it to the right direction but nothing changed in sc2.
But my big problem is when i export a model with bones. i get this error:
You propably forgot add an armature modifier to the mesh as it's shown at 2:15-2:35 in the Part III video.
Or there where already other modifiers on the mesh. In that case you need to apply them first.
About the rotation issue: The exporter does not export the object scale, rotation and postion yet. You can use bones to archive the same. Or you can rotate the mesh in edit mode.
Hello, everything works fine with this plugin, but ive got one big problem with the animations of a human body. When i animate a simple walk, everything looks good in blender, but when i export it to starcraft the animation changes weird. An example: the model walks, his right foot goes forward and up and then b again, but after exporting it, the top part of the leg just goes back. I dont understand this problem..,.
I hope you can help me, thats my only problem to finally edit animated human models.
I hope you understood everthing well. If not ask me for more information!
Thank you! :)
Without having a look at the model I can just guess... Maybe you haven't animated the bone but the mesh object properties? The latter don't get exported. Or maybe you have enabled some bone flags which don't get exported.
When you import the m3 model in Blender by yourself you will notice that the bones are not at their proper places. You propably have a scale, rotation and or postion on your armature or mesh object which does not get exported yet. To fix it go to object mode and open the properties tool bar by pressing "N". Reset all transform properties in that panel for both mesh and armature. Afterwards correct the poistion of your mesh and bones in edit mode.
The error message comes from special characters in your names (m3 material names, bone names etc.). Make sure that the names are just plain ASCII.
Hey PrintIn I don't know if you are working on HoTS models but I've been trying and failing to import them. Here's an error screen I get for one of them. If you want to work on them but don't have access to the files just PM me and I'll send some.
@println: Go Hi, another bug report, or just me being a noob again. This time I was working on the DominionOfficerPortrait, I added one material and one mesh object, but it gave me an error when I tried to export. Could you tell me why? I really don't understand any of those errors.
EDIT: LOL nevermind, I removed the mesh, added it again and it exported. I can't understand these things.
First of all, I want to say that this works so ridiculously well! I've been able to import the portrait models with full animations, rig new objects to the existing bones and then export them and all works perfect in the map editor :D
I'm a little lost on how to control alpha. Can someone tell me how you can make the coin in this tutorial have like 50% alpha when viewed in the map editor?
Edit - I found a model with some dense texturing to get transparency on it - TerrainObjectValhallaGlassFloor.m3
I tried to reproduce the texture on my own and couldn't get it, so I tried to change aspects of the texture on this one to see if I could find the simplest requirements for transparency - even if don't make any changes and just try to export it directly after importing the m3 file, I get the attached error. Probably some edge case thing with these weird complex textures
@JackRCDF: Go @Monkalizer: Go There are two ways of scaling a model in Blender which the exporter understands:
Ah, I was scaling in Object Mode. I realize what rigging and animating is :P I was just trying to get the model into SC2 so I could trouble shoot one of the textures, as it was giving me difficulties before when I was using 3D studio max. Now I can use Blender <3 I'll rig it and then see if I can do it better this time :D Thanks for your help
Hello, first i have to thank you for this great tutorial and addon. That was really what i needed! :) I worked throw your tutorials and some other to create my own model for starcraft 2, but ive got a problem with exporting my model when i added bones and animated it. Without bones, i have no problem to export the textured model. I have just one little problem that my model looks into the wrong direction, i tried to rotate it to the right direction but nothing changed in sc2.
But my big problem is when i export a model with bones. i get this error:
i hope you can help me :)
thank you!
@Tai0: Go
You propably forgot add an armature modifier to the mesh as it's shown at 2:15-2:35 in the Part III video.
Or there where already other modifiers on the mesh. In that case you need to apply them first.
About the rotation issue: The exporter does not export the object scale, rotation and postion yet. You can use bones to archive the same. Or you can rotate the mesh in edit mode.
@ println:
now i did exactly how you showed in the tutorial, i added the armature modifier and i get this message:
you know maybe why?
@Tai0: Go okay i could solve this problem by myself, i had to uncross the "local location" for the bones
Hello, everything works fine with this plugin, but ive got one big problem with the animations of a human body. When i animate a simple walk, everything looks good in blender, but when i export it to starcraft the animation changes weird. An example: the model walks, his right foot goes forward and up and then b again, but after exporting it, the top part of the leg just goes back. I dont understand this problem..,. I hope you can help me, thats my only problem to finally edit animated human models. I hope you understood everthing well. If not ask me for more information! Thank you! :)
@Tai0: Go
Without having a look at the model I can just guess... Maybe you haven't animated the bone but the mesh object properties? The latter don't get exported. Or maybe you have enabled some bone flags which don't get exported.
Hey, i attached one of my testing models, maybe sometimes when you have you have time you can look at it and maybe solve my problem.
And i attached one error, which i get some times but ot always and i dont get why, some models work some not...
I hope you can help me
@Tai0: Go
When you import the m3 model in Blender by yourself you will notice that the bones are not at their proper places. You propably have a scale, rotation and or postion on your armature or mesh object which does not get exported yet. To fix it go to object mode and open the properties tool bar by pressing "N". Reset all transform properties in that panel for both mesh and armature. Afterwards correct the poistion of your mesh and bones in edit mode.
The error message comes from special characters in your names (m3 material names, bone names etc.). Make sure that the names are just plain ASCII.
Thank you very much!!!
Hey PrintIn I don't know if you are working on HoTS models but I've been trying and failing to import them. Here's an error screen I get for one of them. If you want to work on them but don't have access to the files just PM me and I'll send some.
@SoulFilcher: Go Some models in the new (Starcraft 1.5/HotS) format can now be imported. I tried ZerglingEx1.m3 and GhostEx1.m3.
If anyone is interested in helping me out making the m3addon HotS compatible then please contact me via PM. It's not that difficult.
@println: Go Hi, another bug report, or just me being a noob again. This time I was working on the DominionOfficerPortrait, I added one material and one mesh object, but it gave me an error when I tried to export. Could you tell me why? I really don't understand any of those errors.
EDIT: LOL nevermind, I removed the mesh, added it again and it exported. I can't understand these things.
@SoulFilcher: Go It propably came from a unsual vertex bone weighting assignment (e.g. how much a vertex belongs to a certain bone / vertex group).
@chaos2night: Go The battle cruiser cannon position and scale issue has been fixed
First of all, I want to say that this works so ridiculously well! I've been able to import the portrait models with full animations, rig new objects to the existing bones and then export them and all works perfect in the map editor :D
I'm a little lost on how to control alpha. Can someone tell me how you can make the coin in this tutorial have like 50% alpha when viewed in the map editor?
Edit - I found a model with some dense texturing to get transparency on it - TerrainObjectValhallaGlassFloor.m3
I tried to reproduce the texture on my own and couldn't get it, so I tried to change aspects of the texture on this one to see if I could find the simplest requirements for transparency - even if don't make any changes and just try to export it directly after importing the m3 file, I get the attached error. Probably some edge case thing with these weird complex textures
Zolden and I have done a bit of R&D into RTT (http://www.sc2mapster.com/forums/development/artist-tavern/31347-have-a-look-there-is-my-n-th-model/?page=9#p161) but the package he uses only creates hots models that dont load into wol. Does blender have the function for applying RTT textures?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
And creating model camera?
It's a special kind of camera whose type differs from editor's camera and which can be provided only as a part of model.
@Zolden: Go
So the camera has to be on the same model as the RTT texture?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg