I tried Karax, Zeratul, and Tassadar. Karax being from LOTV release, Zeratul and Tassadar from Liberty. I have MAX 2011 and have Art Tools installed and am using Version 2.1 of your script importer. I didn't try removing GL_xx animations, because I don't know how. Also as herdal8 mentioned, a few models UV coordinates are stretched really far out. So far, Karax, Artanis, Fenix, and Alarak are the ones I have noticed.
Cybros? If you are looking in the data files, it should be in void campaign under story sets. It comes completely opened up from what I have seen (like when it fires on the planet).
Anyone else having this issue? Basically, for Karax and Tassadar, when their animations start playing, they explode and all of their bones go zipping around basically at infinity. For Zeratul only the bone that controls the tip of his veil goes to infinity the rest of him is fine. Anyone know a fix?
What an interesting development. That is not at all the script I have and I have never found this one before. So far it appears that it can import just fine, but the model is entirely unwrapped, so the textures dont map at all.
I am having new bugs show up in my attempts to import LOTV models into 3ds max. Material is getting an error from matind and the animations are crashing max. Any thoughts?
Curious. There is something about your environment that is different. Just for covering every base, can you send the scripts that you import for this? And can you test on the model of Alarak and apply his textures to him to double check that it works fine?
Well a fix should be as easy as look at the environment herdal8 has and replicating it. Perhaps there is a script change he has that I do not, perhaps there is a sequence of loading that I do not do. If he can load the models fine, then that means an update isn't necessary, just replicating what he has should technically work. If we can look at a working copy and one that isn't working, testing on the same model with the same set up, we can narrow down the flaw.
2016 worked fine for me on all fronts until now (v2.2 works on 2012 and up so far). However, I now have 2011 installed, the Art Tools, and 2.1 script, but, MaterialIDs still gives off its errors, and Animations still crashs
To be as verbose as possible. Import Mesh and Import Vertex Normals works fine. Import Materials gives the error: Unknown property: "matInd" in undefined. Import Bones gives the error Unable to convert: undefined to type: <node>. Import Bounding Sphere works fine. Import Ribbons works fine. Animate Objects gives the error Unknown property: "count" is undefined. And finally Animate Bones crashes, likely due to not having the bones imported. All others cannot be tested until bones is fixed.
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I tried Karax, Zeratul, and Tassadar. Karax being from LOTV release, Zeratul and Tassadar from Liberty. I have MAX 2011 and have Art Tools installed and am using Version 2.1 of your script importer. I didn't try removing GL_xx animations, because I don't know how. Also as herdal8 mentioned, a few models UV coordinates are stretched really far out. So far, Karax, Artanis, Fenix, and Alarak are the ones I have noticed.
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Thats what I have, its animation also closes back up and what not.
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Cybros? If you are looking in the data files, it should be in void campaign under story sets. It comes completely opened up from what I have seen (like when it fires on the planet).
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Anyone else having this issue? Basically, for Karax and Tassadar, when their animations start playing, they explode and all of their bones go zipping around basically at infinity. For Zeratul only the bone that controls the tip of his veil goes to infinity the rest of him is fine. Anyone know a fix?
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Hilarious. Its the main one that comes up for searching in google. Well, this works out marvelously.
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Interesting. Here was where i got mine. http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
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What an interesting development. That is not at all the script I have and I have never found this one before. So far it appears that it can import just fine, but the model is entirely unwrapped, so the textures dont map at all.
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I am having new bugs show up in my attempts to import LOTV models into 3ds max. Material is getting an error from matind and the animations are crashing max. Any thoughts?
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Curious. There is something about your environment that is different. Just for covering every base, can you send the scripts that you import for this? And can you test on the model of Alarak and apply his textures to him to double check that it works fine?
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Well a fix should be as easy as look at the environment herdal8 has and replicating it. Perhaps there is a script change he has that I do not, perhaps there is a sequence of loading that I do not do. If he can load the models fine, then that means an update isn't necessary, just replicating what he has should technically work. If we can look at a working copy and one that isn't working, testing on the same model with the same set up, we can narrow down the flaw.
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Any luck on this front? I get this too, I have it working for everything but the materials. My animations crash, but thats another story.
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2016 worked fine for me on all fronts until now (v2.2 works on 2012 and up so far). However, I now have 2011 installed, the Art Tools, and 2.1 script, but, MaterialIDs still gives off its errors, and Animations still crashs
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Crap baskets. I can't find a way to install 2011. My script works fine on 2016, but not on LOTV models.
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Hmm, and which 3ds max version and importer version are you using? Also, do you have the Star Craft 2 Art tools installed?
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To be as verbose as possible. Import Mesh and Import Vertex Normals works fine. Import Materials gives the error:
Unknown property: "matInd" in undefined. Import Bones gives the errorUnable to convert: undefined to type: <node>. Import Bounding Sphere works fine. Import Ribbons works fine. Animate Objects gives the errorUnknown property: "count" is undefined. And finally Animate Bones crashes, likely due to not having the bones imported. All others cannot be tested until bones is fixed.