M3 Plugins for 3ds Max
Starcraft 2 Model (.M3) Plugins for 3ds Max
Starcraft 2 Model plugins. Tested on 3dsmax 2009, 2010, 2011 and 2012.
3dsmax 2013 is not supported!
The importer and exporter will now be bundled together along with Starcraft 2 object definitions for using custom objects (materials, maps, UI, etc) within 3ds Max. I've chosen to distribute them together so that the object file definitions are in sync with each script.
Starcraft 2 Model (.M3) import plugin for 3ds Max
Currently Imports:
- Geometry
- Bones
- Materials (Standard, Volume, Displace and Terrain)
- Animation
- Attachments
- Particle Emitters
- Cameras
- Lights
- Ribbons
- Tight and Fuzzy hit tests
Starcraft 2 Model (.M3) export plugin for 3ds Max
Currently Exports:
- Geometry
- Materials (Standard, Volume, Displace and Terrain)
- Skin\Bones
- Animations
- Attachments
- Particle Emitters
- Cameras
- Lights
- Ribbons
- Tight and fuzzy hit tests
Setting up an exportable model
Geometry & Materials
- Geometry to be exported must be of the 'Editable_Mesh' type.
- Materials can only be of 'Starcraft 2', 'Standard' or 'Multimaterial' types. Starcraft 2 type is highly recommended.
- Bitmaps must be either 'Starcraft 2 Bitmap' or 'Bitmap' type. Starcraft 2 Bitmap is also highly recommended.
- Decals can now be exported. They are applied through a different UV map channel to the diffuse map.
- In Displace Material, Global strength works as a multiplier of Strength Map. Can be animated. If set to 0, no effect will occur but the higher it goes the more displacement will be visible.
You can now use custom 'Starcraft 2' materials and 'Starcraft 2 Bitmap' bitmaps for extra tweakable settings if you put the sc2_objects.ms script in your plugins directory.
Skin, Bones and Attachments
- Vertices must be weighted via a skin modifer applied to a mesh. This is not required for meshes that have no weighted vertices.
- Attachments are now exported as custom helper objects. They can be found in the Create panel, under the Helpers tab in the 'Starcraft 2 Objects'*s group.
- Unskinned geometry and helper objects that aren't hidden or frozen in the scene will be exported as bones.
Rather important!
Every object needs to have a bone attached to it. To save time on that you have an option in M3 - Export menu called "Add bones". Please, always add bones, script will not do it for you any more. "Add bones" creates and attaches parrent bone at the pivot point of a selected object. If it is helper (Pemitter, Ribbon etc), the helper will be attached to it. If it is mesh, script will create Skin modifier and add newly created bone.
Bindpose Rigging
The bindposes for Starcraft 2 models exists in two forms, the bind pose and the base pose. The first form is the bind pose of the model which uses the absolute positions of the bones and the mesh vertices before any deformation as the 'binding' of bones to mesh pose. The base pose of the model is the 'standard' pose of the model that animations are based off and uses the bind pose as the initial reference. This is the pose the model will assume in the absence of animation information. The base pose and bind pose do not need to be different, they can be the same, this is just the system Starcraft 2 models use to rig bones to model meshes. You can set these poses up at different frames and assign them through the exporter options.
Animations
Animations are now supported by the exporter, however make sure you create beginning and end frame animations for the bones you're going to animate or else you'll be getting weird interpolations. When doing rotation animation, keyframes should be provided every 90 degrees or less of rotation. Animations may not export entirely like you expect because the code is still largely beta.
Cameras
To export Cameras properly you need to create targeted camera. Middle point for DOF functions is deifned by the target position.
Environment ranges define DOF falloff start and end.
Clip planes for the StarCraft to handle are defined by the Clipping Planes values.
Lights
Exported lights must be of "SCII Light' type
Make sure to properly set up the ranges and spot (only in case of a spot light) parameters of the light
Every added light has to be linked to the bone
Ribbons
Ribbons include very similar interface to that of particle system.
It has to have a bone and a material associated with it.
Tight and fuzzy hit tests
Just like any other helper and object, it needs to have a bone attached.
The difference is that it does not take transform information directly from the bone.
Instead, helper's transformation is added into the bone's transformation. The resulting transformation is what you see in game.
Version 2.2 mini-manual:
http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=48#p959**
Version 2.1 mini-manual:
http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=39#p774
If you have any bug to report please do it it M3 Exporter thread http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/
Install instructions
1. Must have 3ds max installed
2a. Extract the scripts (.ms) into your 3ds max '...\Scripts' directory, optionally you can place the scripts in your '...\Scripts\Startup\' directory to have it automatically load them when you launch 3ds Max.
2b. If you want to use Starcraft 2 objects in max (custom materials, maps, animation UI) then place 'sc2_objects.ms' into your 3ds max '...\Plugins' directory.
3. Click on the hammer icon on the default right hand side pane, and click on the MAXScript button. If you didn't have 3ds max automatically load it upon launch, click 'Run Script' from the rollout dialog and locate the script you want to load.
4. Select the utilty (i.e.'M3 - Import', 'M3 - Export') from the Utilities drop down menu.
Special Thanks
Blue Isle Studio (http://blueislestudios.com/): Have graciously supported the development of these tools. Keep your eyes on these guys in the future and check out their website!
Volcore (http://volcore.limbicsoft.com/): For help with vertice flags and initial architecture of the M3 format
Teal (starcraft.incgamers.com): For UV's and his PHP converter source, helped with geometry importing
Witchsong (http://code.google.com/p/libm3/): Providing a great open source library for documenting the M3 file format and designing the M3->Obj converter. Head to http://code.google.com/p/libm3/ for more M3 file spec details. Helped immensely figuring out the details of the M3 file format.
Sixen (http://www.sc2mapster.com/): An awesome website for hosting SC2 development tools and vast XML documentation.
der_ton (http://www.doom3world.org/): Has done some incredible work with the MD5 format. Alot of his work has been adapted for the M3 file format with great success. Big thanks goes out to him!
MrMoonKr: Providing a toUpper function to fix 3ds max incompatibility issues
Skizot: For testing and providing suggestions to improve the script, very big thanks
Phygit: Providing bug fixes and development information to do with the M3 format
ufoZ: One of the original crew to reverse engineer the M2 format and provide a good maxscript importer from which my importer/exporters are based. Huge thanks to his efforts.
Jakub Jeziorski
Florian Köberle (https://github.com/flo/m3addon/) : for creating python scripts, that can convert m3 files to xml and back based on a xml description of the m3 file format.
When I try to export I get an error:
--No '''get'' function for #colour2start
What the hell?
Hey, I'm trying to import into 3ds max then export to a file blender is familiar with so I can work with it in there... how can i get the animation to go into blender as well.
I have tried the blender import plugin, but it doesn't work with newest versions and theres no export.
Fix to unknown property material type... use the starcraft 2 material / starcraft 2 bitmap im pretty sure...
Now how to fix Export Failed! Runtime error: array index must be positive number, got: 0
Please help, I'm still having the export problem(Unknown Property Material Type.......) The same as w4rmfuzzy.
Export Failed! Runtime error: array index must be positive number, got: 0
What does this mean?
I`m having the same problem as w4rmfuzzy, plz help.
Thanks for keeping this updated. Just wanted to let you know that the 1.8 scripts appear to no longer be compatible with 3DS Max 8. The ones from 1.7b worked fine but the new ones give me errors. Thanks again and keep up the good work!
Good job. I'm glad that you are updating your asset.
@Manstie: I'm pretty noob too but I think I found the answer to your question. At the very right side there's a hammer button "Utilities". For me that brings up several more buttons one of which is "MAXScript". Then there's a dropdown box where I can change "Convert to mr Area Lights" to select "M3 - Import" and "M3 - Export" etc, since I put those scripts in the 3dsmax x86 startup folder.
______
My problem: I can import and export m3 (extracted with mpqeditor) successfully with 3ds Max 2010. However, when I import an obj file (1 texture, no animations) and then try to export as m3...
Export failed: Unknown property: "materialType" in Material_000001:Standard (http://www.freeimagehosting.net/image.php?601a1e4a6d.jpg)
I'm stumped because I believe that I have a 'standard' material type, yet it won't export, and I'm not sure what I should do with a texture that already appears to be working in 3dsmax. Am I missing something, or... what can I do with the texture to make it within acceptable parameters for the export script?
I'm happy to provide copies of the files if anyone wants.
Hey, I'm pretty noob... Just askin where I can find the button/options to import/export m3 and mdx files... im using 3ds max 2011
Hi,
Just found a bug in the v0.30 Import script...
... note that if doCreateMats is disabled, the code only skips 2 references (MATM and MAT_) but does not skip the DIS, CMP, TER chunks (in other words, the 'else' case should be rsize * 5, not 2).
[this would only be a problem if doCreateMats is false _and_ doCreateBones is true - when trying to fetch the IREF chunk below there]
Cheers.
Now just a direct question. Is it atm possible to import a created model or created animations back into SCII-Editor?
i can export them, modify in 3ds, save them as .m3 and i can Import them back but then i dont find them in the Editor.
here is a screenshot: http://www6.pic-upload.de/19.12.10/yq6oat2fkx1j.jpg
maybe it help
Hello, I'm getting an issue on import: "Import failed Unknown property: "count" in undefined"
Anyone have any idea on what could be going on?
Any plans on when the next version is released?
tried your 1.7b and im still having the cloaking issue. basically with the immortals specular map. removing it fixes it. i have emissive on the model aswell but it seems fine. only when adding specular map does the model bug out when cloaked =\
http://forums.sc2mapster.com/development/artist-tavern/15284-made-a-custom-model-when-cloaked-turns-bright-team/?unread
hopefully this helps solve a bug
So this problem isn't fixed yet?
Hey NiN, thanks soo much for the scripts, very appreciated man!! It has helped soo much with modding for SC2! if you ever want a model or something, give me a shout and ill make ya something man!
i need m2import.ini file to plugcfg folder
I can confirm if works perfect with 3ds Max 2011. Working with 2011 since the release and also used the m3 tools without any problem