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    posted a message on M3 Exporter

    @Kailniris2: Go

    The lightnings are not just ribbons, they use sRib structure which is not implemented.

    @Zolden: Go

    Funny thing. I'm using 2011 and I don't have to have tight test to export, the script just adds default tight during export :/ (kind of null tight test).

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Kailniris2: Go

    What? :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Kailniris2: Go

    You have it in your .zip file :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Should have mention that:

    In the M3 - Export tool you have new options: Add Bones and Scene test Now these two buttons are there to help you out.

    Scene test tests if the scene is ready to be exported. The exported DOES NOT add any bones during the export. So if you don't add bones, they won't be there.

    Add bones adds bones to the selected nodes/geometries at their pivot points and binds them together.

    I recommend using that quite often :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Kailniris2: Go

    Did you run the sc2objects.ms? I don't even :/

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Simple request to all users of a newest version:
    Is anyone experiencing problems with tight test during the export phase?
    Please, let me know if you do.

    @Kailniris2: Go

    Does the attachment have a bone?

    Posted in: Third Party Tools
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    posted a message on Wow Units, Cavalry in 3ds max

    @lemmy734: Go

    Extend your timeline a lot. Right click on the play button and set it to range 0-50000. Select all rider bones and see how many keys there are. Not that between every segment of the animation there are rather big spaces (when you import .m3 files it is by default 2000frames).

    See which animation block is responsible for the sitting rider, not the standing one and just align those with horse animations.
    I presume you don't need stand animations so you can delete those that you don't need.

    Just drag select the keys of the entire section and move them along the timeline to move them accordingly.

    Posted in: Artist Tavern
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    posted a message on Wow Units, Cavalry in 3ds max

    @lemmy734: Go

    You have to move the bones (the highest in the hierarchy), don't move the model, leave it as it is. Bones will move the model.

    Posted in: Artist Tavern
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    posted a message on [Showcase]Ghostnova's models

    @Kanitala: Go

    I bother ;)

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    @Kailniris2: Go

    If you do any test with it, I'm very curious to see if it works for you or not. If you could share, that would be great :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @tommy34012: Go

    Yeah, I didn't do anything with those files so you have the old version :)
    The bling animation is what Triceron found out some time ago and I didn't fix that bug. It's a skinning thing

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I've just upladed 2.2 version of the M3 plugins. It could take some time before the system "refreshes" the change.
    Anyway, here's the mini-manual for what I have done ;)

    Ribbons:
    Ribbons now are importable and exportable. You can create your own ribbons whenever and wherever you wish.
    Take a few moments to familiarize yourself with the interface provided. I think that the options' names are quite self-explanatory.
    Although, I'd love it to be as much what-you-see-is-what-you-get and to some extend is, I'd really would like the helper object to be more representable.
    The main thing about ribbons is that they are so much dependent on the bone to which they are attached. If you notice, there is no parameter like frequency or noise scale. The movement and the "waviness" of this effect comes from the movement of the bone.
    Great example is the corruptor model.

    Tight and Fuzzy hit tests:
    Now these tests are really important to the compatibility of the custom model with the game itself. Every model that is clickable in the game has those two tests (of course it is not mandatory to the bushes or trees objects, only the clickable ones).
    So it's rather important that you include those two in the next export that you do :)
    What is the difference?
    If you open up the editor, there any unit model (let's take again - the corruptor) and click RENDER -> SHOW GEOMETRY -> HIT TESTS you can see that there are a few capsules.
    The blue one is the tight test and it is used when the game tries to figure out whether you are including the unit with the box selection method or not.
    The green one is the fuzzy test and it is used when you click the unit to select it.
    There can be only one tight test in the scene, but you can have as many fuzzy tests as you want. Tight test should encapsulate the entire model within it, fuzzy test should build less overall shape of the model.
    I strongly recommend checking out original models to figure out what method of placing those is the right one.

    Bone flags:
    When you import a model, the scripts will find and include the bone flags during the import phase. You can access flag manager from the same menu as you were launching the M3 - Import or M3 - Export.
    If you create new bones, you won't have any flags on them. To add the flags just click "Import\Update bones" button in the M3 - Bone Tools and you can do whatever you want.
    If you forget to do that, don't worry. During the export, the script will assign somewhat default flags to the exported bones.
    I haven't really played with it much but it's there :)

    Skin and bone attach changes:
    If you click on ribbon, pemitter, tight or fuzzy test you'll notice that there is this common button with label "Parent:"
    In this version, if you won't attach the sc2helpers to the bones or if you won't skin the geometry, the script will not do it during the export phase. I did this to increase the compatibility and to have this "user-side-check" whether everything is ok or not.
    If you look at the M3 - Export menu, you can see two new buttons there. One is "Scene check" and the other is "Add bone"
    "Scene check" checks if scene if ready to be exported without any errors and if it will look as expected on the editor side. If the script finds any errors it will report them in the pop-up window and print them into the listener.
    "Add bone" adds bones to the selected helpers and geometry. The bones are added in the pivot points of selected objects, one by one. If the object is geometry then it will add skin modifier, create a bone and add this bone to the skin. If the object is a sc2helper then it will create bone at it's pivot and attach the object to the bone.
    Of course you'd have to handle all the hierarchy but for creating static objects to use in game or to test I find this rather usefull :)
    If you use the PICK BUTTON provided with the helpers, you will see that it will bring down the helper to the bone's position. That's because the helper's transformation is irrelevant. The only thing that matters is bone's transformation.
    Except if you are picking a bone for tight or fuzzy test. These tests can have their own set of transformations which are added to the bone's transformations. Resulting transformation is the one that will be taken under consideration in game.

    Layer manager:
    After importing any asset, all that makes the .m3 file will be distributed to different layers. That's there to add a bit of tidiness to the scene.
    Created layers will be:
    0. default
    1. Geometry
    2. Bones
    3. Attachments and Bounding sphere
    4. Hit tests
    5. Particles, Ribbons and Forces
    6. Lights and Cameras
    7. Projections.
    Obviously, projections will be empty as this version does not support it :)
    Anyway, 2nd, 3rd and 4th layer is always hidden. You can unhide it by going to the "Manage Layers..." options and clicking on the light-bulb icon.
    Everything is there, just not visible.

    Other thing to note is that if the model contains any lights, it may be 100% black after import. Just right click on the viewport's shading method and change from scene lights to default lights illumination method.


    I believe that this is all. If you have any questions or bug reports just post here and I will do my best to answer/fix it :)
    <3

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @user_251484: Go

    You have to use greyscale map in alpha mask map in the StarCraft II material for the opacity to work.

    Posted in: Third Party Tools
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    posted a message on Sign up for Startools Beta!!!

    @BlinkHawk: Go

    Well yes and no. If you'd have to send the scene you have to save it in 2011 format. That may confuse people accepting feedback.

    Posted in: Artist Tavern
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    posted a message on Startools Update

    @GhostNova91: Go

    You're sweating cold? :P

    Posted in: Artist Tavern
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