Have you read the answer to "Where can I change a model's texture path? "
i would guess that you changed the wrong material or the wrong layer of the right material. By selecting the mesh and having a look at the M3 material selection panel you can make sure that you edit the correct material.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
One click on "Export" button in the quick export panel from Blender + 1 click on the cutscene editor window to trigger the auto reload (if the Auto reload cutscene option is enabled).
Some tipps about things I noticed in the tutorial:
The addon also works with the current Blender version 2.76b. Did I mention somewhere wrongly that it only works with 2.69?
In the sc2 editor you can open the file browser faster by going to "Windows -> Console" and then by typing "browse".
Blender can also import the textures if they are in either relative positioned to the model or if you have specified the path where to export textures from. (If you use cycles as Blender render engine then at import cycle blender materials will be generated. Viewing textures requires some settings however, if you are interested I can give you more info.)
Theoretically Blender has also a in program paint tool that allows even direct painting on the 3d model but I haven't tried it much yet.
The m3 export panel in Blender provides a quick way to (re)exporting a model. Via the SC2 Cutscene editor module can automatically reload a model when it changed on disk after you give the windows focus again. Just import the model in the cutscene editor via File-> Add Model and enable the auto reloading in the File menu of the cutscene editor. This allows a very quick edit / see result cycle.
The m3addon includes scripts that can be used to convert m3 models into editable xml files and back to m3 again. This makes it possible to adjust texture paths without the keep length limitation. The advantage of this over an m3 import and export is that all information that can not be imported/exported yet will be preserved.
I added merged and added some changes to make LotV and thus propably also Heros models might be importable without the conversion step.
Thanks go also to blink who provides some of the changes that made it possible to import some LotV/Heros models.
If anyone is interested in learning how the m3addon can be adjusted for making new models importable feel free to contact me via PM. Usually nothing more than editing xml and running a few pythong scripts is needed.
Without investing a lot of time in order to figure out what you may or may not have done wrong it is hard to help you.
Maybe this background information may help you to figure it out by yourself:
You animate the pose position of armature bones and exactly one armature modifier on the mesh tells m3addon that they belong together. If an amature and mesh is linked that way the transformation of a bone of that amature will move all vertices ofthe mesh that belongs to a vertex group that has the same name as the bone.
I am not sure what you mean with constraints but none get exported.
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@temhawk: Go
Have you read the answer to "Where can I change a model's texture path? "
i would guess that you changed the wrong material or the wrong layer of the right material. By selecting the mesh and having a look at the M3 material selection panel you can make sure that you edit the correct material.
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@JayceeCordova: Go
Hi,
does the following path work for Blender 2.76b?
C:\Documents and Settings\$USERNAME\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\
(I use linux, so the path is different for me, but for me under linux Blender 2.76b works fine with the addon)
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@SoulFilcher: Go
I tried all 3 variants of Xelnaga_Pyramid_Temple and all could be properly imported and exported.
The strange small sphere is a mesh with a displacement manterial (name "Distortion1").
I assume it's visibility is normally animated and the visibility isn't importable/exportable yet.
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@PillowFort: Go
See reply in http://www.sc2mapster.com/forums/resources/third-party-tools/86040-blender-export-error/#p3
but be sure to check the copyright of stuff that you upload to battle.net
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@SoulFilcher: Go
Have you made sure that the mesh mentioned in the message has a m3 material assigned that exists?
Have a look at the first question at http://www.sc2mapster.com/forums/resources/tutorials/61989-blender-m3addon-faq-11-questions-and-answers-so-far/
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@SoulFilcher: Go
Oopps, I guess a assumtion of me about the FLAG structure to just assume the values 0 and 1 was wrong. That broke a lot of imports. I fixed it now.
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@TheSC2Maniac: Go
This part of my reply was directed to you:
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Sorry...
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@SoulFilcher: Go
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
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@Cacho56: Go
3 Clicks? 2 should be enough:
One click on "Export" button in the quick export panel from Blender + 1 click on the cutscene editor window to trigger the auto reload (if the Auto reload cutscene option is enabled).
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@TheSC2Maniac: Go
Basic LotV model import support has been added to the m3addon.
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I updated my previous comment, in case someone is just reading emails about new posts.
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@alleyviper85: Go Thanks for the tutorial!
Some tipps about things I noticed in the tutorial:
The m3addon includes scripts that can be used to convert m3 models into editable xml files and back to m3 again. This makes it possible to adjust texture paths without the keep length limitation. The advantage of this over an m3 import and export is that all information that can not be imported/exported yet will be preserved.
I added merged and added some changes to make LotV and thus propably also Heros models might be importable without the conversion step.
Thanks go also to blink who provides some of the changes that made it possible to import some LotV/Heros models.
If anyone is interested in learning how the m3addon can be adjusted for making new models importable feel free to contact me via PM. Usually nothing more than editing xml and running a few pythong scripts is needed.
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Thanks for the fix, I merged it.
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@WingedArchon: Go
Without investing a lot of time in order to figure out what you may or may not have done wrong it is hard to help you.
Maybe this background information may help you to figure it out by yourself:
You animate the pose position of armature bones and exactly one armature modifier on the mesh tells m3addon that they belong together. If an amature and mesh is linked that way the transformation of a bone of that amature will move all vertices ofthe mesh that belongs to a vertex group that has the same name as the bone.
I am not sure what you mean with constraints but none get exported.
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@WingedArchon: Go
Maybe the cursor was over the wrong window or you didn't have the objects properly selected.