I"m getting an error regarding the AnimationProperties script. Importing (e.g. Furion/Arthas/Lady Vajesh does work, it does import the mesh and animations but when i'm trying to open the AnimationProperties script i'm getting an error.
Thanks for replying. I have the AnimProperties with the corresponding files from your Github and it was fixed before the last patch but after that i can not get it to work.
Also there are some issues with the script, especially with the Main script because when downloading your latest script and putting it in the startup folder and then trying to import a .mdx file, there are errors.
I was looking through Axcel’s YouTube video of importing models into 3dsMax (Human - Footman) and creating a single root bone by dragging the four seperate bones (bone, pelvis, shield and weapon) into a copy of the bone (bone001) for import into Unreal and when playing the animations, it’s like the references or pivots all go askew and even though the shield and sword start off okay, as you play the animation, the sword and shield move quite a distance away from the Footman.
What I’ve noticed between Axcel’s video and with the new script, is that with Axcel’s import, the “bones” were imported as actual bones. With regards to the new script, the “bones” are imported as helpers.
NOrmally no, but I just changed some features that may solve that, its probably that your FBX settings are off compared to the once initially set by Max,
I have to do a quick import export of a box before the actually scripted part works, which is shitty, but it does do the trick afterwards
Just pushed another update to my github
Not sure how that error (previously on the text ) doesn't work.
Thanks for the prompt response and quick adjustment of the code - I have tested and it works like a charm.
I clicked "No" when prompted by 3ds Max around the Xform and it seemed to do the job - the bones still appear to be imported as helpers after it finishes (during the process it imports them as bones and I can see the bones appear as per Axcel's video). When combining all 4 bones into one for the one root bone for import to Unreal, the animations are now as they should be.
I have found that after a while or after importing models that are vastly different (eg. ground vs air or mounted), the bones go weird, but have found a solution:
Yeah, for me to make it work, I need to export/import something to FBX, then new, then I can import them correctly, so f***g weird
Now I'm just waiting to the end of this month to see if they are adding some Art Tools for reforged, at least to export, so I don't need to continue and break my head on an exporter.
it would be a shame if the skeletons, animations, and other custom stuff is not reused in reforged. not to mention that maybe even reforged animations could be easily edited, if they could be ported to that temporary old format. heck.. i can complete a whole model on my own in warcraft. and porting it back to reforged as already done, would be good, imo
Yeah, but the great thing is it works and is only every so often I have to do that - I mostly try and do similar units first (ie. foot) and then switch to either air or mounted and that limits it.
After all the recent news, do you think we'll still get the Art Tools?
After the latest update to your Macros and Main script, models don't have there textures automaticcly applied in the viewport even after specifying the root asset folder. I tried every folder but the textures won't show up.
Before the update it did work! I had to set the root asset folder to "_HD.w3mod" and the textures were automaticcly aplied to the mesh.
Did I miss something or is it still being worked on?
I'm having some trouble with your script. The script was working fine when I first installed the script and imported a Blademaster model. However, when I started importing another model, it's giving me an error.
The first screenshot shows me importing a different model but for some reason, it's giving me a different blademaster model. Then I get a popup saying "runtime error...etc" and I don't know what's wrong with it.
The second screenshot shows that there are no animations.
The third screenshot shows that when I run the play button, it gives me a messed up mesh looking thing.
I have tried everything. I uninstalled the script and reinstalled the script. I have done a fresh reinstall of 3ds Max 2011 and I'm still getting the same error. I've imported different models and for some reason, it's giving me blademaster by default with no animations. If a video is required, I can provide it.
@MouseTaylor
I"m getting an error regarding the AnimationProperties script. Importing (e.g. Furion/Arthas/Lady Vajesh does work, it does import the mesh and animations but when i'm trying to open the AnimationProperties script i'm getting an error.
I hope you can fix this,
Regards,
I fixed that I think, check my github page
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Thanks for replying. I have the AnimProperties with the corresponding files from your Github and it was fixed before the last patch but after that i can not get it to work.
Also there are some issues with the script, especially with the Main script because when downloading your latest script and putting it in the startup folder and then trying to import a .mdx file, there are errors.
The errors were posted some posts above...
@MouseTaylor
I was looking through Axcel’s YouTube video of importing models into 3dsMax (Human - Footman) and creating a single root bone by dragging the four seperate bones (bone, pelvis, shield and weapon) into a copy of the bone (bone001) for import into Unreal and when playing the animations, it’s like the references or pivots all go askew and even though the shield and sword start off okay, as you play the animation, the sword and shield move quite a distance away from the Footman.
What I’ve noticed between Axcel’s video and with the new script, is that with Axcel’s import, the “bones” were imported as actual bones. With regards to the new script, the “bones” are imported as helpers.
Will this have an affect on how everything works?
NOrmally no, but I just changed some features that may solve that, its probably that your FBX settings are off compared to the once initially set by Max,
I have to do a quick import export of a box before the actually scripted part works, which is shitty, but it does do the trick afterwards
Just pushed another update to my github
Not sure how that error (previously on the text ) doesn't work.
Should now though
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@MouseTaylor
Thanks for the prompt response and quick adjustment of the code - I have tested and it works like a charm.
I clicked "No" when prompted by 3ds Max around the Xform and it seemed to do the job - the bones still appear to be imported as helpers after it finishes (during the process it imports them as bones and I can see the bones appear as per Axcel's video). When combining all 4 bones into one for the one root bone for import to Unreal, the animations are now as they should be.
Thanks again MouseTaylor - much appreciated.
Cool, do show some screenies :D
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Darksiders Hellhound ready for deployment:
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Looks amazing!! Is this from Darksiders Genesis?
In reply to MouseTaylor:
I have found that after a while or after importing models that are vastly different (eg. ground vs air or mounted), the bones go weird, but have found a solution:
1) Click 3ds -> New
2) Import something (cube, exported model etc.)
3) Click 3ds -> New
4) Import new WC3R model
Screens attached.
3ds? why not a standalone tool that converts to and from old war3? so i can edit the darn thing
Adun Toridas :)
Because the model format is crazy different and writing a standalone converter is more hassle than worth?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
In reply to AleviceJones:
well.. it is one of the things that i would pay for.. not that i can pay much, but.. it counts.. lol
Adun Toridas :)
In reply to zimbo01786:
Yeah, for me to make it work, I need to export/import something to FBX, then new, then I can import them correctly, so f***g weird
Now I'm just waiting to the end of this month to see if they are adding some Art Tools for reforged, at least to export, so I don't need to continue and break my head on an exporter.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
In reply to loshko86:
Why would you even want that, the polycount from the old models are like a billion times lower then the new models... that would be just plain ugly
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
In reply to MouseTaylor:
it would be a shame if the skeletons, animations, and other custom stuff is not reused in reforged. not to mention that maybe even reforged animations could be easily edited, if they could be ported to that temporary old format. heck.. i can complete a whole model on my own in warcraft. and porting it back to reforged as already done, would be good, imo
Adun Toridas :)
Hi @MouseTaylor,
Yeah, but the great thing is it works and is only every so often I have to do that - I mostly try and do similar units first (ie. foot) and then switch to either air or mounted and that limits it.
After all the recent news, do you think we'll still get the Art Tools?
Hi @MouseTaylor,
Also having some issues with the animations from building models - they only seem to play the one animation once they've been exported?
@MouseTaylor,
After the latest update to your Macros and Main script, models don't have there textures automaticcly applied in the viewport even after specifying the root asset folder. I tried every folder but the textures won't show up.
Before the update it did work! I had to set the root asset folder to "_HD.w3mod" and the textures were automaticcly aplied to the mesh.
Did I miss something or is it still being worked on?
Hi @MouseTaylor
I'm having some trouble with your script. The script was working fine when I first installed the script and imported a Blademaster model. However, when I started importing another model, it's giving me an error.
The first screenshot shows me importing a different model but for some reason, it's giving me a different blademaster model. Then I get a popup saying "runtime error...etc" and I don't know what's wrong with it.
The second screenshot shows that there are no animations.
The third screenshot shows that when I run the play button, it gives me a messed up mesh looking thing.
I have tried everything. I uninstalled the script and reinstalled the script. I have done a fresh reinstall of 3ds Max 2011 and I'm still getting the same error. I've imported different models and for some reason, it's giving me blademaster by default with no animations. If a video is required, I can provide it.