Actually i found a way to make many animation in ik rig, then bake like you told me, cause when i baked the walk animation for exemple, and if i had made another animation like attack, it breaked it. Therefor i made a blend file for each animation and baked it then in a another blend file, i appended the armature and copied the keys. This method works and i can take only the bones that i need, cause for the game, some bones that are used for ik chain are not useful and i don't know if it's heavy to had many bones. To improve the addon it could be good to import only the selected bones or some bones in a layer, but maybe it s not the more important because it s possible to do otherwise.
I tried the export just with a simple model i made, that what i noticed :
- the rotation for bone hand and foot are not correct, in some other part fo the body too.
- some meshs are deformed (on the knee and other...)
I tried to bake before the export, and the FK animation look the IK animation but when i export the m3 file do not correspond to the IK animation anymore.
I looked at the fcurve and it s seem to be the same, so i don t know ... i let you the blend if you want to look at the test model.
Ok i'll try that. Sorry I express myself badly, i wanted to say : can i make a mesh in edit mode and modeling (for exemple hairs like goku) and make it a ribbon? but i think it s not possilble like this. I know i can make that with keys animation (like the hair KerriganGhost model) but i wanted live animation. Is there a way to put a force on a modeling mesh and simulate ribbon? cause cloth or rigid bodies modifier don t work.
I think i m not very gifted for programming language i m more a artist. Thank for your reply and your work on the m3 addon.
I ve got some issues, are there meshs for m3 ribbon, can i apply a texture with uv, can i see the render in blender?
How m3 rigid bodies and m3 physic shape can be used? m3 physic mesh is used with m3 with physic shape?
Hi, animation are not imported anymore, when i create animation (toggle + >Walk). Then i exported, there are error messages. However i found a way to exporte, importing first a m3 model then deleting it, after i make my mesh and add animation and the animation can be exported. It would be cool the bug is fixed.
Thanks for the trick. Here what i mean, when i save a model with many sequences animation and close blender and reopen, i can only play the animations where i saved. The message console :
Warning: The action AttackArmature was referenced by name but does no longer exi
st
Warning: The action DEFAULTS_FOR_Armature Object was referenced by name but does
no longer exist
Warning: The action DEFAULTS_FOR_MeshObject.002 was referenced by name but does
no longer exist
Warning: The action DEFAULTS_FOR_MeshObject.001 was referenced by name but does
no longer exist
Warning: The action DEFAULTS_FOR_MeshObject was referenced by name but does no l
onger exist
Warning: The action DEFAULTS_FOR_Lamp was referenced by name but does no longer
exist
Warning: The action DEFAULTS_FOR_Camera was referenced by name but does no longe
r exist
Warning: The action DEFAULTS_FOR_Scene was referenced by name but does no longer
exist
Is it the same for you? or it s something i haven't done well?
I did a custom model with the marine animation and it works. I changed only the diffuse texture and i adjusted the bones in the edit mode to a new mesh. But i had problems too. I tried to import models but some don't appear : the dark templar m3 units mesh doesn't display when import, nothing appear for wow m3 models too. Only two weigh to a vertex for export work?, i wish make a custom animation but it s not easy in FK. Did some people try to animate with IK, and bake them? I've found this : http://www.harkyman.com/2010/11/26/recording-ik-movement-into-fk-bones/ , but it did not work, cause my knowledge is limited in Blender probably. And when i save in Blender, only the present animation is saved, the other animations don't work if i close blender and open the file later, is what I have to work only with the m3 I exported?
Hello, first thanks for this tool. I would like to create a custom character, with animations. But I have some problems, i haven't the button "+" in the "M3 Animation Sequences" panel and somes are missing too in the other panels. Have you an idea of the problem?
0
@println: Go
Where should i post in blizzart forum, in art tools part? can i linked your post?
0
@println: Go
Hi Print, i ve got a issue, how this addon is considered by Blizzard? it s tolerating to make model with?
0
@println: Go
Thanks, it s ok now, i understand why my meshs were deformed too.
0
@println: Go
Actually i found a way to make many animation in ik rig, then bake like you told me, cause when i baked the walk animation for exemple, and if i had made another animation like attack, it breaked it. Therefor i made a blend file for each animation and baked it then in a another blend file, i appended the armature and copied the keys. This method works and i can take only the bones that i need, cause for the game, some bones that are used for ik chain are not useful and i don't know if it's heavy to had many bones. To improve the addon it could be good to import only the selected bones or some bones in a layer, but maybe it s not the more important because it s possible to do otherwise.
I tried the export just with a simple model i made, that what i noticed : - the rotation for bone hand and foot are not correct, in some other part fo the body too. - some meshs are deformed (on the knee and other...)
I tried to bake before the export, and the FK animation look the IK animation but when i export the m3 file do not correspond to the IK animation anymore. I looked at the fcurve and it s seem to be the same, so i don t know ... i let you the blend if you want to look at the test model.
0
@println: Go
Ok i'll try that. Sorry I express myself badly, i wanted to say : can i make a mesh in edit mode and modeling (for exemple hairs like goku) and make it a ribbon? but i think it s not possilble like this. I know i can make that with keys animation (like the hair KerriganGhost model) but i wanted live animation. Is there a way to put a force on a modeling mesh and simulate ribbon? cause cloth or rigid bodies modifier don t work.
I think i m not very gifted for programming language i m more a artist. Thank for your reply and your work on the m3 addon.
0
@println: Go
I ve got some issues, are there meshs for m3 ribbon, can i apply a texture with uv, can i see the render in blender? How m3 rigid bodies and m3 physic shape can be used? m3 physic mesh is used with m3 with physic shape?
0
@println: Go
Cool
0
@println: Go
Hi, animation are not imported anymore, when i create animation (toggle + >Walk). Then i exported, there are error messages. However i found a way to exporte, importing first a m3 model then deleting it, after i make my mesh and add animation and the animation can be exported. It would be cool the bug is fixed.
0
@println: Go
That's great, thanks.
0
@println: Go
Ok, Thanks for your work and investment.
0
@println: Go
Thanks for the trick. Here what i mean, when i save a model with many sequences animation and close blender and reopen, i can only play the animations where i saved. The message console :
Warning: The action AttackArmature was referenced by name but does no longer exi st Warning: The action DEFAULTS_FOR_Armature Object was referenced by name but does no longer exist Warning: The action DEFAULTS_FOR_MeshObject.002 was referenced by name but does no longer exist Warning: The action DEFAULTS_FOR_MeshObject.001 was referenced by name but does no longer exist Warning: The action DEFAULTS_FOR_MeshObject was referenced by name but does no l onger exist Warning: The action DEFAULTS_FOR_Lamp was referenced by name but does no longer exist Warning: The action DEFAULTS_FOR_Camera was referenced by name but does no longe r exist Warning: The action DEFAULTS_FOR_Scene was referenced by name but does no longer exist
Is it the same for you? or it s something i haven't done well?
0
@println: Go
I did a custom model with the marine animation and it works. I changed only the diffuse texture and i adjusted the bones in the edit mode to a new mesh. But i had problems too. I tried to import models but some don't appear : the dark templar m3 units mesh doesn't display when import, nothing appear for wow m3 models too. Only two weigh to a vertex for export work?, i wish make a custom animation but it s not easy in FK. Did some people try to animate with IK, and bake them? I've found this : http://www.harkyman.com/2010/11/26/recording-ik-movement-into-fk-bones/ , but it did not work, cause my knowledge is limited in Blender probably. And when i save in Blender, only the present animation is saved, the other animations don't work if i close blender and open the file later, is what I have to work only with the m3 I exported?
0
@println: Go
It works, thank you. I'll try all that. Then if I can make a character I'll post.
0
@println: Go
Hello, first thanks for this tool. I would like to create a custom character, with animations. But I have some problems, i haven't the button "+" in the "M3 Animation Sequences" panel and somes are missing too in the other panels. Have you an idea of the problem?