Does someone know how to merge two .m3's with animations (same timeline etc) into one .m3? I have a UpdatedCC.m3 aswell as a Original_CC_Particles_only.m3 (except its mesh is removed, only the necessary bones/particles is stored)
I have 2 examples-blender-files. No1 is CommandCenter's particles only (flames and smoke etc) with its particle-animations. No2 is my kitbashed CC with 4 bones added, desculptured mesh, added barrackslegs, added mesh from some doodad-buildings.
1st example: CC_particles.Blend When i import my KitbashCC.m3 into CC_Particles.blend, the Kitbash's bones does not move, animations does not import in blender.
2nd example: KitbashCC.Blend When i import CCParticles, they do not have visuals in sc2editor.
So i know that if i create 2 actors under my unit they both import, still a little bit clumsy xD. Im gonna test if it have something with some bones or hitboxes maybe got the same name which maybe confuses the importion.
And yeah, When i import Starport.m3 (anyone of them) and then export into sc2editor(no changes at all), SC2Editor crashes when trying to view in cutscenes
I have done it in the past. One can merge two armatures to become one in blender and (depending on the need) tweak the animations so it will look like a singular armature based model.
If one would simply import two separate models with two separate armatures, they would play their animation in sequence from one another.
CommandCenter They both got the same animations (bones and everything is in the same position, keyframewise aswell as ScaleRotationGposition, i renamed all bones of Mesh-file though with a prefix "ABC")
So, Only difference is that one file got the particles and the other one got improved mesh.
Although if you have got it working in the past ill guess i just have to try look at the armateurs some more xD
For now i go with the "2 actor"-solution xD
StarPort Have anyone got any starport exported from Blender??? Don't know why those Starports are struggling so much xD
Does someone know how to merge two .m3's with animations (same timeline etc) into one .m3?
I have a UpdatedCC.m3 aswell as a
Original_CC_Particles_only.m3 (except its mesh is removed, only the necessary bones/particles is stored)
does the Blender importer not support the importing of it like my script ?
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I have 2 examples-blender-files.
No1 is CommandCenter's particles only (flames and smoke etc) with its particle-animations.
No2 is my kitbashed CC with 4 bones added, desculptured mesh, added barrackslegs, added mesh from some doodad-buildings.
1st example: CC_particles.Blend
When i import my KitbashCC.m3 into CC_Particles.blend, the Kitbash's bones does not move, animations does not import in blender.
2nd example: KitbashCC.Blend
When i import CCParticles, they do not have visuals in sc2editor.
So i know that if i create 2 actors under my unit they both import, still a little bit clumsy xD.
Im gonna test if it have something with some bones or hitboxes maybe got the same name which maybe confuses the importion.
And yeah,
When i import Starport.m3 (anyone of them) and then export into sc2editor(no changes at all),
SC2Editor crashes when trying to view in cutscenes
Here is error-Blendertracer for the totally unedited Starport.m3
When i am opening "UneditedStarport.m3" in sc2 editor, The editor crashes
I have done it in the past. One can merge two armatures to become one in blender and (depending on the need) tweak the animations so it will look like a singular armature based model.
If one would simply import two separate models with two separate armatures, they would play their animation in sequence from one another.
You'd literally have to merge the files.
Custom Campaign Initiative
CommandCenter
They both got the same animations (bones and everything is in the same position, keyframewise aswell as ScaleRotationGposition, i renamed all bones of Mesh-file though with a prefix "ABC")
So, Only difference is that one file got the particles and the other one got improved mesh.
Although if you have got it working in the past ill guess i just have to try look at the armateurs some more xD
For now i go with the "2 actor"-solution xD
StarPort
Have anyone got any starport exported from Blender???
Don't know why those Starports are struggling so much xD
More ways that lead to Rome right XD
Custom Campaign Initiative
Someone knows what the heck does "AttributeError - 'M3structure' object has no attribute 'faces'" is all about? ^^
File still crashes when exporting
Thanks in advance!
Bueps