Just remember to skin the model to the bones, not the CATbones and remove the CAT system entirely. Although I think it should be skipped during the export. Hmm, try it then.
The CAT skinning nodes are considered as CATbone, not BoneGeometry or Bone. So you can't export them using the current version of M3 Plugins.
Use either bones or animate what you have using CAT and transfer the transformations to the identical bone system. Don't parent the bones because the script will take those parent nodes into consideration too and you will get the same errors.
I'm saying "transfer the transformations" because the bones need to have keyframes on them. Simple linking won't do the trick.
I think that the best way would be to export .obj file from solidworks to blender and skin it there. But the question is:
aren't solidworks more for CAD purposes? :)
I don't know but it would be strange to model a unit in there ;) At least the organic one
I recommend Wings. It is available for OSX, it's very easy to start of with it, you can set the navigations in viewport as in max/maya and other software.
Or just go full blender with it. Remember that the model is like half way through, you need to give it a rig, textures, animations (even basic ones) and just then export.
I know that this is a WIP but I think there could be more work put into the grass look. All the units are barely visible on it in it's current phase of development.
You can use free modeling software like Wings or Blender, texture it in Gimp and export it using Blender m3 addon OR you can download the trial version of 3dsmax 2009-2012 which are working rather nice with the 3dsmax M3 plugins
Some time ago I contacted guys who created FaceFX - software that was used to do the lipsyncs for all the talking characters in StarCraft II. I asked for fully functional version of this software for personal use. Unfortunately, current version does not support StarCraft II .fx format BUT I was advised to use UDK (Unreal Development Kit) since FaceFX is an integral part of this kit for some time now.
Never really spent much time figuring this thing out (eventually I'd love to) but if someone is interested in editing the lipsync data, then the UDK might be the way to do it. Necessary plugins for exporting FaceFX model ready from max/maya are also supplied.
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@Stealthsam: Go
I think you should ask Triceron rather than god but who knows ;)
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@GhostNova91: Go
Hah! Just realized how devourer is similar to mutalisk ;) Silly me, after all those years I can finally sleep! :)
Can you show the animations?
Fantastic model :)
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@rikky333: Go
Well I don't know if it looks... acceptable ;)
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You can do a delicious copy-pasta of TRANSFORM in the Curve Editor from CATbone to Bone
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Just remember to skin the model to the bones, not the CATbones and remove the CAT system entirely. Although I think it should be skipped during the export. Hmm, try it then.
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@Xaletor: Go
The CAT skinning nodes are considered as CATbone, not BoneGeometry or Bone. So you can't export them using the current version of M3 Plugins. Use either bones or animate what you have using CAT and transfer the transformations to the identical bone system. Don't parent the bones because the script will take those parent nodes into consideration too and you will get the same errors.
I'm saying "transfer the transformations" because the bones need to have keyframes on them. Simple linking won't do the trick.
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@Kailniris2: Go
I'm sure no one before recognized it :)
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@SGTMeowmers9: Go
That's what M3 plugin development does to you ;)
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@DelPaxton: Go
I think that the best way would be to export .obj file from solidworks to blender and skin it there. But the question is: aren't solidworks more for CAD purposes? :) I don't know but it would be strange to model a unit in there ;) At least the organic one
I recommend Wings. It is available for OSX, it's very easy to start of with it, you can set the navigations in viewport as in max/maya and other software. Or just go full blender with it. Remember that the model is like half way through, you need to give it a rig, textures, animations (even basic ones) and just then export.
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@Domper: Go
I know that this is a WIP but I think there could be more work put into the grass look. All the units are barely visible on it in it's current phase of development.
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@Triceron: Go
For Doomhammer!! :)
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@Triceron: Go
Who is this heavy armored orc? Is it your own design or what?
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Nice :)
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You can use free modeling software like Wings or Blender, texture it in Gimp and export it using Blender m3 addon OR you can download the trial version of 3dsmax 2009-2012 which are working rather nice with the 3dsmax M3 plugins
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Just to throw a thought in:
Some time ago I contacted guys who created FaceFX - software that was used to do the lipsyncs for all the talking characters in StarCraft II. I asked for fully functional version of this software for personal use. Unfortunately, current version does not support StarCraft II .fx format BUT I was advised to use UDK (Unreal Development Kit) since FaceFX is an integral part of this kit for some time now.
Never really spent much time figuring this thing out (eventually I'd love to) but if someone is interested in editing the lipsync data, then the UDK might be the way to do it. Necessary plugins for exporting FaceFX model ready from max/maya are also supplied.