Max 2012? :) Revert to max2011 or create TightTest to the scene and pick a parent bone for it (see tight test options). The error you're getting doesn't occur in max2011.
When you add one bone to the skin the skin will weight automatically all the vertices to one bone with value 1.
You need to detach the model from the bone before you apply the skin modifier.
Yes, ribbons and particles take transform information from the parent bone. So you have to set the parent bone as you wish if you want to have the effect in other place or have different orientation.
You don't apply weights by attaching model to a bone, as it is done in the scene you provided. You need to apply skin modifier onto the object, there using ADD option add the bones. If you add one bone it will be weighted with weight 1 (max) to every single vertex.
Note the difference between skin and attach:
- when the model is attached to a bone, it's pivot will move/rotate/scale when moving/rotate/scale the bone to which it is attached.
- when the model is skinned to the bone, it's pivot will not move/rotate/scale when moving/rotate/scale the bone. Only the vertices will move.
Since version 2.2 the exporter doesn't add any new bones by itself. You have to attach everything by hand.
1. You need to weight all of the vertices. Sum of weights should be 1, no less.
2. As far as I remember the scripts' Standard material doesn't show the transparency effects. Try setting the material using default 3dsmax material.
If you want to use the opacity you need to switch SC2Material from Opaque to Alpha blend and set in Alpha layer "use alpha" flag.
When creating the connection you can actually do something with the incoming value. In the wire floating window, on the bottom. Say you subtract current position of B from incoming A.
I don't know about the local coordinates, would have to check it :/
Wire parameters. Select object A, right click, wire parameters, choose animation track you want to couple (in your case transform -> position -> X), next select the object's B transformation (in your case transform -> position -> Y)
Log in to the game first, if there is a problem with region connect just press OK and try to log in. When you're in main menu just quit the game and you should be able to log into HoTS editor.
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@Zolden: Go
Oh c'mon Zolden! Don't give him any fish, I'm trying to teach him how to catch them ;)
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Max 2012? :) Revert to max2011 or create TightTest to the scene and pick a parent bone for it (see tight test options). The error you're getting doesn't occur in max2011.
When you add one bone to the skin the skin will weight automatically all the vertices to one bone with value 1.
You need to detach the model from the bone before you apply the skin modifier.
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@sc2newuser: Go
Yes, ribbons and particles take transform information from the parent bone. So you have to set the parent bone as you wish if you want to have the effect in other place or have different orientation.
If you have any questions, please, refer first to this post http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?post=959 I didn't write it for myself you know :)
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@sc2newuser: Go
It's wrong because it's on his shoulder instead of being on his head :)
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@Eimtr: Go
You don't apply weights by attaching model to a bone, as it is done in the scene you provided. You need to apply skin modifier onto the object, there using ADD option add the bones. If you add one bone it will be weighted with weight 1 (max) to every single vertex.
Note the difference between skin and attach: - when the model is attached to a bone, it's pivot will move/rotate/scale when moving/rotate/scale the bone to which it is attached. - when the model is skinned to the bone, it's pivot will not move/rotate/scale when moving/rotate/scale the bone. Only the vertices will move.
Since version 2.2 the exporter doesn't add any new bones by itself. You have to attach everything by hand.
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@Eimtr: Go
1. You need to weight all of the vertices. Sum of weights should be 1, no less. 2. As far as I remember the scripts' Standard material doesn't show the transparency effects. Try setting the material using default 3dsmax material. If you want to use the opacity you need to switch SC2Material from Opaque to Alpha blend and set in Alpha layer "use alpha" flag.
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@Triceron: Go
hah! Looks great, great orcish character :)
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@Yautja31: Go
Read your private message please :)
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@ElvexSC2: Go
Just download the beta client, install it and you will have a full access to the .mpq files.
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GOLDEN!
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@rikky333: Go
Why post feedback here if it goes to Blizzard? ...
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@Zolden: Go
When creating the connection you can actually do something with the incoming value. In the wire floating window, on the bottom. Say you subtract current position of B from incoming A.
I don't know about the local coordinates, would have to check it :/
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@Zolden: Go
Wire parameters. Select object A, right click, wire parameters, choose animation track you want to couple (in your case transform -> position -> X), next select the object's B transformation (in your case transform -> position -> Y)
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@beng128: Go
I took a look and actually that's a bug that the scene check tells you that there is no material. It should export pretty nicely though.
Nonetheless, it'd be nice if you attach the scene. I could look at it.
You have Blizzard's ArtTools installed?
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@Kailniris2: Go
Log in to the game first, if there is a problem with region connect just press OK and try to log in. When you're in main menu just quit the game and you should be able to log into HoTS editor.