Hello i am recently new to the starcraft 2 editor i used the warcraft 3 editor but never made anything major i was wondering is there a way to import starcraft 2 models into 3ds and edit them and their animations?
Yes, all you need to open and save .m3 files (starcraft models) are those plug ins in addition that plug in pack also contains a plug in to edit the animation sequences and a more up to date MDX exporter/importer for WC models. The plug ins also incorporate pretty well to 3ds max so they let you place attachment poiints a custom starcraft 2 material and such.
To extract models, in the editor, go to "data" module or F7 key and open the "models" tab (data type dropdown box) find the unit you desire to extract and find, on the left pane, the "model" value, double click or right click + "modify value" and it will show up a new window click the "view in previewer" and it will show the 3d previewer for models coming along with galaxy in here you can view everything about the model like animation sequences and such. in this 3d previewer go to "file" and "export model file". Done. I know it sounds complex but it's pretty easy ;o
To extract models, within the mpqs, first get a MPQ editor, like winMPQ or ladik's mpq editor, open any ".sc2assets" file you find under "Mods" in your starcraft II folder. When the MPQ is open just go to paths like Assets\Units\Unitname\modelname.m3
This last option works best if you just wanna extract a bunch of them fast.
I had a question. When i import the models into 3ds max, they are really really really tiny. Are you guys just that awesome that you edit them that small, or do you scale them up, then scale them back down? if you do scale them, how do you scale it properly?
The problem with zooming in on that scale is that you cant get close enough for minor details. When you try to get close to see the face or such, the camera clips out the model.
And when you select everything and scale it up using the scaling tool, 2 things happen.
1. You get very large "Identifiers" (the white cube around the bones). while this doesn't impair modeling, its really annoying.
2. You cant really move any bones. When you try to move them, they only move ever so slightly. this makes animating impossible.
And @ xcorbo
Thanks for the scale, now I have a reference!
You can change the near clip by (I'm going by memory here) clicking Perspective and clicking viewport clipping or something like that. Then a yellow thing will appear on the right side of the viewport and you can drag the near clip and far clip to the ends so its maximized.
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Hello i am recently new to the starcraft 2 editor i used the warcraft 3 editor but never made anything major i was wondering is there a way to import starcraft 2 models into 3ds and edit them and their animations?
@Advantium: Go
You can extract the models from the Editor but i rather extract everything from the *.SCAssets "These are just MPQ Files"
If you got 3ds go download http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ You can Import & Export Models With or without Animations.
These are the plugins you just need.
@Advantium: Go
Yes, all you need to open and save .m3 files (starcraft models) are those plug ins in addition that plug in pack also contains a plug in to edit the animation sequences and a more up to date MDX exporter/importer for WC models. The plug ins also incorporate pretty well to 3ds max so they let you place attachment poiints a custom starcraft 2 material and such.
To extract models, in the editor, go to "data" module or F7 key and open the "models" tab (data type dropdown box) find the unit you desire to extract and find, on the left pane, the "model" value, double click or right click + "modify value" and it will show up a new window click the "view in previewer" and it will show the 3d previewer for models coming along with galaxy in here you can view everything about the model like animation sequences and such. in this 3d previewer go to "file" and "export model file". Done. I know it sounds complex but it's pretty easy ;o
To extract models, within the mpqs, first get a MPQ editor, like winMPQ or ladik's mpq editor, open any ".sc2assets" file you find under "Mods" in your starcraft II folder. When the MPQ is open just go to paths like Assets\Units\Unitname\modelname.m3
This last option works best if you just wanna extract a bunch of them fast.
Here is a Shot i made for some ppl that had "Texture Issues", These are no issues but you have to name the right Path
If you have also Texture Issues, No Textures on the Models. Check image below or the link http://forums.sc2mapster.com/development/artist-tavern/7571-texture-issues/#p3
Hello everyone
I had a question. When i import the models into 3ds max, they are really really really tiny. Are you guys just that awesome that you edit them that small, or do you scale them up, then scale them back down? if you do scale them, how do you scale it properly?
@DeepHorizons: Go
Did you think to zoom in?
@DeepHorizons: Go
Here's a tip: a cube of 0.1m x 0.1m x 0.1m is the size of the command center. So 10cm in max will turn out as more or so the length of a CC.
You could just create your model in the real scale and then just scale it down to a proportion similar to what I just said.
@tFighterPilot: Go
The problem with zooming in on that scale is that you cant get close enough for minor details. When you try to get close to see the face or such, the camera clips out the model.
And when you select everything and scale it up using the scaling tool, 2 things happen. 1. You get very large "Identifiers" (the white cube around the bones). while this doesn't impair modeling, its really annoying. 2. You cant really move any bones. When you try to move them, they only move ever so slightly. this makes animating impossible.
And @ xcorbo Thanks for the scale, now I have a reference!
@DeepHorizons: Go
You can change the near clip by (I'm going by memory here) clicking Perspective and clicking viewport clipping or something like that. Then a yellow thing will appear on the right side of the viewport and you can drag the near clip and far clip to the ends so its maximized.