Well once the tools are out the .m3 format will be complete. We will simply know exactly what data structures to look for :)
So maybe even if the benefit won't be direct to the blender users, I'm sure it will have a great impact on the opensource tools also.
Besides, Blizzard said that the tools are for export, they didn't mention anything about importing. So there's still a reason to develop importer at least.
Soonish™, we’ll release our StarTools suite of plugins to Beta, which will allow advanced users who own 3dsMax to create their own models from scratch using the same tools our Art Team makes all of the game models with.
I think that they would pull all the mods which use modified WoL assets long ago if that was the case.
That may relate to more learning side of the release, rather than helping the modders do the mods.
Actually, Blizz could do this one time exception and give at least some details as to it's release date. I'm still working on the next version of M3 scripts ;)
To read about their near future plans is kind of a downer, for me at least :/
The exporter was supporting it but I messed up something (ie. Kailniris2's problem ;) ). As promised it will be fixed in upcoming version.
Just for the record - you have to use terrain (null) material.
That looks good when you want to achieve VERY specific effect. If I were you, I wouldn't go that way though. From what I see you just have a bunch of models meaning that they have a bunch of bones. That may be the way to do it but did you test it with some more instances of the same model? Say 20-30? I mean, what's the performance of that kind of effect?
It's better to do such things on sc2 particles I guess :)
I'd have to check how far can you go with the ribbons for simulating the cloth.
As for the x-form, go to TOOLS panel (the one with the hammer on the right hand side of max's UI) and choose Reset X-Form. You always do that before skinning the model. That way you'll avoid the lightning bugs that Zolden pointed out.
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@SoulFilcher: Go
That's most flattering :) Thank you! I will!
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@Taintedwisp: Go
Thanks Whisp :) Signed in!
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@SoulFilcher: Go
Well once the tools are out the .m3 format will be complete. We will simply know exactly what data structures to look for :)
So maybe even if the benefit won't be direct to the blender users, I'm sure it will have a great impact on the opensource tools also.
Besides, Blizzard said that the tools are for export, they didn't mention anything about importing. So there's still a reason to develop importer at least.
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@ZombieZasz: Go
Try older UDK. Epic shares rather bit archive http://www.unrealengine.com/udk/downloads/EDIT: Wait... what did I just write?
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@Triceron: Go
There are always an M3 Importing scripts :P
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@MangledMind: Go
I think only max, sauce
@Triceron: Go
I think that they would pull all the mods which use modified WoL assets long ago if that was the case. That may relate to more learning side of the release, rather than helping the modders do the mods.
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(empty post)
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Nice :)
Actually, Blizz could do this one time exception and give at least some details as to it's release date. I'm still working on the next version of M3 scripts ;)
To read about their near future plans is kind of a downer, for me at least :/
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@Taintedwisp: Go
Won't editing the texture do the trick?
As I said before, projections will be available with the next version :)
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@Zolden: Go
The exporter was supporting it but I messed up something (ie. Kailniris2's problem ;) ). As promised it will be fixed in upcoming version. Just for the record - you have to use terrain (null) material.
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@GhostNova91: Go
That sounds awfull... I like the sound of it :P What did Microsoft do to those guys? Nipple twisting? ;)
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@Delphinium1987: Go
No I mean 89 bones is a lot, especially for a dress, for a game model ;)
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@Delphinium1987: Go
89 bones? Isn't that a bit of an overkill? :D
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@Delphinium1987: Go
That looks good when you want to achieve VERY specific effect. If I were you, I wouldn't go that way though. From what I see you just have a bunch of models meaning that they have a bunch of bones. That may be the way to do it but did you test it with some more instances of the same model? Say 20-30? I mean, what's the performance of that kind of effect?
It's better to do such things on sc2 particles I guess :)
I'd have to check how far can you go with the ribbons for simulating the cloth.
As for the x-form, go to TOOLS panel (the one with the hammer on the right hand side of max's UI) and choose Reset X-Form. You always do that before skinning the model. That way you'll avoid the lightning bugs that Zolden pointed out.
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@Zolden: Go
Isn't that issue caused by not resetting the object's orientation before skinning it? :)