Since there is no M3 exporter for Autodesk Maya ( and will not be, from blizzard atleast ) This is a Guide for intermediate modelers who prefer or have experience with Maya rather than 3ds Max.
This Guide Assumes:
You know how to do all your modeling/uv/rigging in Maya and only need to convert to M3
You Have 3ds Max installed with NiNtoxicated's M3 Plugins
1. [MAYA] Loading Plugins for Export:
I Recommend using .FBX for exporting into 3DSmax, it retains the Mesh, Bones, and Animations (one of the few formats that does)
3.[MAYA] Export:
- From the Menu Bar choose File > Export All
- Under file Type Choose FBX Export
Now to move onto MAX
4.[MAX] Import:
- From the Menu Bar choose File > Import
And choose your file
You may have to Resize everything if it imports as too large or too small
5.[MAX] Sequences:
you will need to assign sequences to your animations, its best to have the stop and start times of each written down in a spread sheet when working in Maya.
-Click the Utilities Tab, then Select MaxScript
- Choose M3 Sequences
- Click the Add button to add a new Sequence
- Click Close
- Then from MAXScript run M3 Sequences again, it should now Register your Sequence and any addition Sequences you create.
(this should bypass any errors the plugin has when creating sequences for custom models)
- Set your Start and End frames in Sequence http://www.sc2mapster.com/media/attachments/23/632/MayaToMax3.jpg
6.[MAX] Textures:
All models Require a Starcraft 2 Material before they can be exported, you will receive errors if not.
- Open the Material Editor (M) and select a Material
- In the Mid-Right side you will see the Material type (Default is standard)
- Click Standard and Change to Starcraft 2
- Drag your Material onto your Model
If you scroll down in the Starcraft 2 material, you can add your maps under the Layers Tab http://www.sc2mapster.com/media/attachments/23/633/MayaToMax4.jpg
7.[MAX] Skinning and Editable Mesh:
The M3 plugin can only export Editable Mesh, most formats are Imported as Editable Poly
7.[MAX] Export to M3:
Make sure that
- Model is an Editable Mesh
- Model has a Starcraft 2 Material
- There are No Hidden or Frozen Object in the Scene
-Assign Texture Path (This will be the same in the Editor)
- Export at 30fps (or fps you used in animating ) http://www.sc2mapster.com/media/attachments/23/637/MayaToMax8.jpg
8.[MAX] Re-Import and Troubleshoot:
Because the Plugins are 3rd party, they can be glitchy from time to time. you can find any errors by re-importing the M3 version of the model
Another thing about transfering the skinning to the editable mesh. If your model doesn't have it's base pose(due to being bound to an animation with the base pose not available) when you convert the polymesh to editable mesh the editable mesh will be warped by the animation and will not re-skin correctly SO After copying the skin right click the skin and turn it off before you convert to editable mesh then paste the skin to the editable mesh and it should animate as intended from it's base pose.
Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0
Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0
Glad to hear it helped.
-For the normal maps, make sure you have Specularity set in the 3ds max material editor (see attached image)
also make sure your display settings are high enough to render normal maps.
- For the Model, SC2 models are scaled very small.
I would recommend choosing a in game model that closely resembles the desired size
import it into 3ds max ( uncheck everything except mesh on the import settings)
scale down your model and then delete the refrence mesh
-You can also edit model size in the editor:
open the data editor (F7)
Goto the Models Tab
Change value of Art:Scale Maximum and Art:Scale Minimum
As to why its half-way in the ground, there could be multiple reasons:
could be because it wasn't scaled properly
might be the in game actor, what unit model are you replacing?
I recommend using marine or zergling for testing
What version of the plugin are you using?
If your still having issues please post a screenshot or the 3ds max file.
hey awsome thanks for the quick reply. got all those issues fixed. turns out the model was just half way in the ground in SC2 cuz i hadnt updated the model from when i fixed it's placement. but now i have a new problem, and through step by step trial and error. i believe it's coming from the sequencer part of this process. ive checked it several times, opening and closing the sequencer to make sure it's valid. everything LOOKS just as it's suppose to be. it's an editable mesh with the skin copied back on it. it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?
it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?
going to need a little more info:
What version of 3DS Max are you using?
What version of the M3 Plugins?
Is the model not exporting at all when you check animations or is the model exporting, but geometry messed up in editor?
If the model is not exporting at all, is the script giving an error code?
Are you using any custom names for animations?
I recommend using 3ds max 2010 or 2011, they have the most stability with the current plugins. 2012 and 2013 tend to get alot of errors.
im using 3ds max 2012, with the latest plugin. just redownloaded it like 20 minutes ago. it directs me to the scripts on line 2260 with this part of code high lighted
akey.stcInd = M3E_findSTCframe akey.frame
and it doesnt export at all when i try to add animations to it. how do i get 3ds max 2011?
EDIT: so it appears it's a problem with the plugin in 3DS Max 2012, i installed 2011 and everything works perfectly fine. thank you for your help though
Since there is no M3 exporter for Autodesk Maya ( and will not be, from blizzard atleast ) This is a Guide for intermediate modelers who prefer or have experience with Maya rather than 3ds Max.
This Guide Assumes:
You know how to do all your modeling/uv/rigging in Maya and only need to convert to M3
You Have 3ds Max installed with NiNtoxicated's M3 Plugins
1. [MAYA] Loading Plugins for Export:
I Recommend using .FBX for exporting into 3DSmax, it retains the Mesh, Bones, and Animations (one of the few formats that does)
- Maya comes with the FBX plugin, but it is disabled by default.
to Enable Select Window > Settings/Preferences > Plugin Manager
Look for fbxmaya.mll, then check Loaded and Autoloaded
http://www.sc2mapster.com/media/attachments/23/629/MayaToMax0.jpg
2.[MAYA] Baking Animations:
FBX does not retain IK or Constraints, Nor does the M3 Exporter
- Select your Root Joint, Right Click, and Choose Select Hierarchy from the menu
- Create a Keyframe on the First and Last Frame of your animation.
- From the Menu Bar select Edit > Keys > Bake Simulation
- Delete any IK handles, Constraints, and Helpers
- Check your Animation, if done correctly your bones should retain movement.
http://www.sc2mapster.com/media/attachments/23/630/MayaToMax1.jpg
http://www.sc2mapster.com/media/attachments/23/631/MayaToMax2.jpg
3.[MAYA] Export:
- From the Menu Bar choose File > Export All
- Under file Type Choose FBX Export
Now to move onto MAX
4.[MAX] Import:
- From the Menu Bar choose File > Import
And choose your file
You may have to Resize everything if it imports as too large or too small
5.[MAX] Sequences:
you will need to assign sequences to your animations, its best to have the stop and start times of each written down in a spread sheet when working in Maya.
-Click the Utilities Tab, then Select MaxScript
- Choose M3 Sequences
- Click the Add button to add a new Sequence
- Click Close
- Then from MAXScript run M3 Sequences again, it should now Register your Sequence and any addition Sequences you create.
(this should bypass any errors the plugin has when creating sequences for custom models)
- Set your Start and End frames in Sequence
http://www.sc2mapster.com/media/attachments/23/632/MayaToMax3.jpg
6.[MAX] Textures:
All models Require a Starcraft 2 Material before they can be exported, you will receive errors if not.
- Open the Material Editor (M) and select a Material
- In the Mid-Right side you will see the Material type (Default is standard)
- Click Standard and Change to Starcraft 2
- Drag your Material onto your Model
If you scroll down in the Starcraft 2 material, you can add your maps under the Layers Tab
http://www.sc2mapster.com/media/attachments/23/633/MayaToMax4.jpg
7.[MAX] Skinning and Editable Mesh:
The M3 plugin can only export Editable Mesh, most formats are Imported as Editable Poly
- Select your Mesh
- Click the Modify Tab
- Right Click the Skin Modifier, and Copy
- Right Click the Mesh
- In the Menu, Select Covert to > Editable Mesh
(you will notice your model is no longer rigged to your bones)
- In the Modify Tab, Right Click and Paste the Skin Modifier
(you should now be re-rigged)
http://www.sc2mapster.com/media/attachments/23/634/MayaToMax5.jpg
http://www.sc2mapster.com/media/attachments/23/635/MayaToMax6.jpg
http://www.sc2mapster.com/media/attachments/23/636/MayaToMax7.jpg
7.[MAX] Export to M3:
Make sure that
- Model is an Editable Mesh
- Model has a Starcraft 2 Material
- There are No Hidden or Frozen Object in the Scene
-Assign Texture Path (This will be the same in the Editor)
- Export at 30fps (or fps you used in animating )
http://www.sc2mapster.com/media/attachments/23/637/MayaToMax8.jpg
8.[MAX] Re-Import and Troubleshoot:
Because the Plugins are 3rd party, they can be glitchy from time to time. you can find any errors by re-importing the M3 version of the model
- from MAXScript select M3 Importer
- Import at 1000fps
(this will give the animations proper timing for SC2)
-Scrub Animation for any disfiguration or abnormalities.
http://www.sc2mapster.com/media/attachments/23/638/MayaToMax9.jpg
http://www.sc2mapster.com/media/attachments/23/639/MayaToMax10.jpg
9. Import into the Editor!
Formally Kinkycactus
Awesome tutorial!
Though, mind if I move it to the tutorials forum? I think it'll be better of there even if it's an art tutorial.
I'll leave it in here for a while so there can be an art discussion before it gets there ;o
Another thing about transfering the skinning to the editable mesh. If your model doesn't have it's base pose(due to being bound to an animation with the base pose not available) when you convert the polymesh to editable mesh the editable mesh will be warped by the animation and will not re-skin correctly SO After copying the skin right click the skin and turn it off before you convert to editable mesh then paste the skin to the editable mesh and it should animate as intended from it's base pose.
Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0
Glad to hear it helped.
-For the normal maps, make sure you have Specularity set in the 3ds max material editor (see attached image)
also make sure your display settings are high enough to render normal maps.
- For the Model, SC2 models are scaled very small.
I would recommend choosing a in game model that closely resembles the desired size
import it into 3ds max ( uncheck everything except mesh on the import settings)
scale down your model and then delete the refrence mesh
-You can also edit model size in the editor:
open the data editor (F7)
Goto the Models Tab
Change value of Art:Scale Maximum and Art:Scale Minimum
As to why its half-way in the ground, there could be multiple reasons:
could be because it wasn't scaled properly
might be the in game actor, what unit model are you replacing?
I recommend using marine or zergling for testing
What version of the plugin are you using?
If your still having issues please post a screenshot or the 3ds max file.
Formally Kinkycactus
hey awsome thanks for the quick reply. got all those issues fixed. turns out the model was just half way in the ground in SC2 cuz i hadnt updated the model from when i fixed it's placement. but now i have a new problem, and through step by step trial and error. i believe it's coming from the sequencer part of this process. ive checked it several times, opening and closing the sequencer to make sure it's valid. everything LOOKS just as it's suppose to be. it's an editable mesh with the skin copied back on it. it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?
np, I tend to lurk the forums a lot.
going to need a little more info:
What version of 3DS Max are you using?
What version of the M3 Plugins?
Is the model not exporting at all when you check animations or is the model exporting, but geometry messed up in editor?
If the model is not exporting at all, is the script giving an error code?
Are you using any custom names for animations?
I recommend using 3ds max 2010 or 2011, they have the most stability with the current plugins. 2012 and 2013 tend to get alot of errors.
Formally Kinkycactus
im using 3ds max 2012, with the latest plugin. just redownloaded it like 20 minutes ago. it directs me to the scripts on line 2260 with this part of code high lighted
akey.stcInd = M3E_findSTCframe akey.frame
and it doesnt export at all when i try to add animations to it. how do i get 3ds max 2011?
EDIT: so it appears it's a problem with the plugin in 3DS Max 2012, i installed 2011 and everything works perfectly fine. thank you for your help though