Currently one of the things on my list of to-do things is to add a hitbox to a model I plan to unleash in SC2. I am using an exported wow model so it doesn't come with a lot of the important stuff that normally comes with SC2 models and I am trying to get it prepared to load into SC2. Already have the m3addon installed, m3 materials added and sequences. Of course I need to know how to set up a hitbox properly.
Non of the parts of the model are deleted. I didn't add textures to all of them yet however. I also gave that suggestion and it worked perfectly while allowing me to keep the default facing for my model in my main file. So now when I am ready to, I know how to get the facing right.
Major breakthrough. Solved problem number 1 which was currently the biggest roadblock.
Turns out that under animation sequences I needed to specify something and then assign it to an animation. I still have some specific questions about this, but I will ask you those next time we can talk over discord. I did a transfer of this to the SC2 editor and the animation worked perfectly. I was even able to specify the animation. In turns this also has solved problem 3 as well. Stuff like attachment points, effects and lighting we can come back to later.
Now I big issue that I do need to address is about how I am going to properly get at least a number of the model animations together in the file. This is a big thing I should see if I could get figured out soon because it could drastically impact how I handle moving forward on this project and it is a critical one to solve. There is however also another smaller, but important one.
The model is not facing towards the computer screen and is unelectable when opening it in the cutscene editor.
Perhaps all I need to do is change the direction of the model in blender. That may be a simple fix. However I do need to know what I need to do to make the model selectable in the cutscene editor. Currently when one tries to click on then it doesn't get selected at all.
Oh thank god. I actually figured out what was causing the problem and it has been fixed. I will explain though should anyone run into a similar problem and keep this thread looking for a solution.
I had a look at the m3 animation sequences section and the big thing I failed to do was add animations steps and assign them to existing animations. Once I was able to do that, I could upload the animation and specify them like you stated earlier in the editor. It has become much more clear to me now.
I am currently using the one from Talv on Github, but someone linked me Flos one in the discord. I am going to try that one out and see if it changes anything.
I am going to do another bunch of checks right now. Specifically the issue isn't happening when the model is loaded within the sc2 editor. It is happening while loaded in the editor. Basically this. The moment I export the file as M3, the animations seem to be deleted. When I play them, nothing happens. This all happens within the blender file.
Currently there is a wow model that I am trying to successfully import and prepare for to use in SC2. I've managed to get it loaded into the SC2 editor with textures. However I am facing a major road block. Basically any time that I try to export it has M3, the timeline, dopesheet, everything on the nla editor and the animations can scrubbed from history. The file is loaded as an FBX file then converted to M3.
This link has the downloadable blend file before it is exported as M3 for anyone who wants to try and see what may be going wrong here. When you try to export this blend file as M3, you will notice the default animations disappear.
Basically I was wondering what could be causing this problem and if anyone can help me figure out a solution. I cannot go any further until I find a solution to this and/or prevent it from happening.
1. Then I would have to see your original blend model and not the m3 file. Based on the .m3 file I received from you, I made a quick new animation to see if it deleted that, just a very plain one with movement of her right arm. Attached is a gif with the workings in the editor. I then openen that file again as an imported .m3 in a new blender window. and it still had that animation. So on your end, there's something thats unlike what I did for creation of animation. Which again, I would require the blend file for to investigate.
Alright. For this first part, I sent the original blender file to your email before it has been exported as m3. The model has just been imported as FBX with zero changes. I also sent you the blend file of the model after the vertex groups that didn't seem to be doing anything have been removed. However that one also seems to have the original animations deleted. Redoing that when needed won't be an issue anyway.
2. For the moment we'll let that rest.
You are right. Better deal with these other issues at hand.
I am going to respond to the other shortly. It may take a little longer so that is why I am responding to the first two parts now. I think one of the very first thing that also needs a solution before else is seeing why animations are getting deleted on export.
Also. This is a huge relief. This shows that model can in fact be loaded into the SC2 editor without that distortion, textures and animations. Now I can feel confident knowing it is possible. It is just a matter of understanding the fundamentals.
Quick video that shows how the model is meant to look when shoulders, belt, face weapons and full animations are looking at its base. However I plan to alter it a lot still once I understand how.
Some major breakthroughs have been made, but there is also a few new issues I am currently running into problems with. First off, the model is no longer distorted like crazy. I went through and checked for all vertex groups that didn't have any influence on other parts of the model and just deleted them.
This is what the model looks like when seen in the editor now. I need to reload the textures, but this is obviously a huge improvement from before.
However I do face a number of new complications as follows:
1. Animations getting deleted when exporting as M3.
Remember when you said that there were no animations with that model? Well I found out that they are getting straight up deleted whenever I export as m3 for whatever reason. The dopesheet and timeline get wiped. I also checked and it had nothing to do with removing the vertex groups. I did this on an earlier copy that didn't have the vertex groups deleted and they got removed. I need to know why this could be happening and how to fix it.
2. Getting the Animations packed into one.
I need to figure out a solution to packing all the animations together so they can be used by one model. This may prove much harder than I expect it to be unfortunately since the animations are only able to be exported one at a time right now.
3. Setting the animations up in the SC2 editor.
The animations look like this when seen in wowmodelviewer, but in the SC2 editor I don't see many names like this that are signalable by events and things like this so I can only assume that I would have to improvise or do something to adjust this to the editor right. My question is how would I get animations like this able to be used and signaled by events in the SC2 editor?
After you mentioned the part about moving the models and textures to the same file path, I realized my critical mistake. I important them, but I didn't move them to Assets/textures.
As you can see the textures are now working so that is one big thing figured out. However I am still looking into trying to find a way to fix that distortion and I am not going to go deleting bones at this point in my skill level. Currently watching videos on weight painting and trying to understand the fundamentals of it. Now the good news is that for this project I don't need to worry about working with dozens of other models as I am mainly trying to come up with one really good one so I can focus a lot of my attention on this one. On the other hand, there is a lot of bones in this model.
You are right. I was having a look at the bones and a lot of them are not painted to anything or appear to have zero weight influence. Here is my next question because I am a little nervous to start deleting stuff. However what I am using now is an experimental model so I can learn. So if something does go wrong, I can easily come up with another. My question. If the bones are not allocated to anything and have no weight paint, is it safe to delete them? My main worry is if there is a specific reason those bones have been there and removing them my ruin something.
But when I upload it into Starcraft two it looks like this. A large part of it is distorted for whatever reason and the textures are not showing up. All of the textures are converted to DDS files are already. I am relatively new at this. I wanted to know what kinds of things could potentially be causing something like this to happen. If any more info is needed, just ask.
In one of the maps I am making, I am using Alarak as a hero. For a small cutscene, I want to zoom the camera for all players onto a specific instanced Alarak that appears as certain animations are played so the camera appears focused on him like as seen in this picture. Since I am relatively new to using triggers to manipulate camera use, this is something I am uncertain of.
About 1. I forgot to mention before that the heroes are spawned entirely through data. Because of this, I need a condition that can specify a unit directly. Set Boss Bar, Last Created Unit, and Unit is Created will all ask for a unit that currently exists on the map.
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I've solved the problem of the animations not showing up properly here. Just haven't loaded the textures yet, but I know how.
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Currently one of the things on my list of to-do things is to add a hitbox to a model I plan to unleash in SC2. I am using an exported wow model so it doesn't come with a lot of the important stuff that normally comes with SC2 models and I am trying to get it prepared to load into SC2. Already have the m3addon installed, m3 materials added and sequences. Of course I need to know how to set up a hitbox properly.
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In reply to williamjay2:
Non of the parts of the model are deleted. I didn't add textures to all of them yet however. I also gave that suggestion and it worked perfectly while allowing me to keep the default facing for my model in my main file. So now when I am ready to, I know how to get the facing right.
0
Major breakthrough. Solved problem number 1 which was currently the biggest roadblock.
Turns out that under animation sequences I needed to specify something and then assign it to an animation. I still have some specific questions about this, but I will ask you those next time we can talk over discord. I did a transfer of this to the SC2 editor and the animation worked perfectly. I was even able to specify the animation. In turns this also has solved problem 3 as well. Stuff like attachment points, effects and lighting we can come back to later.
Now I big issue that I do need to address is about how I am going to properly get at least a number of the model animations together in the file. This is a big thing I should see if I could get figured out soon because it could drastically impact how I handle moving forward on this project and it is a critical one to solve. There is however also another smaller, but important one.
The model is not facing towards the computer screen and is unelectable when opening it in the cutscene editor.
Perhaps all I need to do is change the direction of the model in blender. That may be a simple fix. However I do need to know what I need to do to make the model selectable in the cutscene editor. Currently when one tries to click on then it doesn't get selected at all.
0
Oh thank god. I actually figured out what was causing the problem and it has been fixed. I will explain though should anyone run into a similar problem and keep this thread looking for a solution.
I had a look at the m3 animation sequences section and the big thing I failed to do was add animations steps and assign them to existing animations. Once I was able to do that, I could upload the animation and specify them like you stated earlier in the editor. It has become much more clear to me now.
0
In reply to williamjay2:
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I am going to do another bunch of checks right now. Specifically the issue isn't happening when the model is loaded within the sc2 editor. It is happening while loaded in the editor. Basically this. The moment I export the file as M3, the animations seem to be deleted. When I play them, nothing happens. This all happens within the blender file.
0
Currently there is a wow model that I am trying to successfully import and prepare for to use in SC2. I've managed to get it loaded into the SC2 editor with textures. However I am facing a major road block. Basically any time that I try to export it has M3, the timeline, dopesheet, everything on the nla editor and the animations can scrubbed from history. The file is loaded as an FBX file then converted to M3.
This link has the downloadable blend file before it is exported as M3 for anyone who wants to try and see what may be going wrong here. When you try to export this blend file as M3, you will notice the default animations disappear.
https://ufile.io/fhmkw
Basically I was wondering what could be causing this problem and if anyone can help me figure out a solution. I cannot go any further until I find a solution to this and/or prevent it from happening.
0
Alright. For this first part, I sent the original blender file to your email before it has been exported as m3. The model has just been imported as FBX with zero changes. I also sent you the blend file of the model after the vertex groups that didn't seem to be doing anything have been removed. However that one also seems to have the original animations deleted. Redoing that when needed won't be an issue anyway.
You are right. Better deal with these other issues at hand.
I am going to respond to the other shortly. It may take a little longer so that is why I am responding to the first two parts now. I think one of the very first thing that also needs a solution before else is seeing why animations are getting deleted on export.
Also. This is a huge relief. This shows that model can in fact be loaded into the SC2 editor without that distortion, textures and animations. Now I can feel confident knowing it is possible. It is just a matter of understanding the fundamentals.
Quick video that shows how the model is meant to look when shoulders, belt, face weapons and full animations are looking at its base. However I plan to alter it a lot still once I understand how.
0
Some major breakthroughs have been made, but there is also a few new issues I am currently running into problems with. First off, the model is no longer distorted like crazy. I went through and checked for all vertex groups that didn't have any influence on other parts of the model and just deleted them.
This is what the model looks like when seen in the editor now. I need to reload the textures, but this is obviously a huge improvement from before.
However I do face a number of new complications as follows:
1. Animations getting deleted when exporting as M3.
Remember when you said that there were no animations with that model? Well I found out that they are getting straight up deleted whenever I export as m3 for whatever reason. The dopesheet and timeline get wiped. I also checked and it had nothing to do with removing the vertex groups. I did this on an earlier copy that didn't have the vertex groups deleted and they got removed. I need to know why this could be happening and how to fix it.
2. Getting the Animations packed into one.
I need to figure out a solution to packing all the animations together so they can be used by one model. This may prove much harder than I expect it to be unfortunately since the animations are only able to be exported one at a time right now.
3. Setting the animations up in the SC2 editor.
The animations look like this when seen in wowmodelviewer, but in the SC2 editor I don't see many names like this that are signalable by events and things like this so I can only assume that I would have to improvise or do something to adjust this to the editor right. My question is how would I get animations like this able to be used and signaled by events in the SC2 editor?
0
In reply to WingedArchon:
After you mentioned the part about moving the models and textures to the same file path, I realized my critical mistake. I important them, but I didn't move them to Assets/textures.
As you can see the textures are now working so that is one big thing figured out. However I am still looking into trying to find a way to fix that distortion and I am not going to go deleting bones at this point in my skill level. Currently watching videos on weight painting and trying to understand the fundamentals of it. Now the good news is that for this project I don't need to worry about working with dozens of other models as I am mainly trying to come up with one really good one so I can focus a lot of my attention on this one. On the other hand, there is a lot of bones in this model.
0
In reply to WingedArchon:
You are right. I was having a look at the bones and a lot of them are not painted to anything or appear to have zero weight influence. Here is my next question because I am a little nervous to start deleting stuff. However what I am using now is an experimental model so I can learn. So if something does go wrong, I can easily come up with another. My question. If the bones are not allocated to anything and have no weight paint, is it safe to delete them? My main worry is if there is a specific reason those bones have been there and removing them my ruin something.
0
This is what my model looks like in Blender.
But when I upload it into Starcraft two it looks like this. A large part of it is distorted for whatever reason and the textures are not showing up. All of the textures are converted to DDS files are already. I am relatively new at this. I wanted to know what kinds of things could potentially be causing something like this to happen. If any more info is needed, just ask.
0
In one of the maps I am making, I am using Alarak as a hero. For a small cutscene, I want to zoom the camera for all players onto a specific instanced Alarak that appears as certain animations are played so the camera appears focused on him like as seen in this picture. Since I am relatively new to using triggers to manipulate camera use, this is something I am uncertain of.
0
In reply to DrSuperEvil: