Hi Leruster, thanks for your work with the exporter and importer scripts :)
I'm having trouble with the camera, when I export a model with a new camera it gives me the next error: "Unknown property: "rotation" in $Target_Camera:Camera001 @ and the coordinates of the camera. What I'm doing wrong? I'm not and expert in 3d but trying to learning.
English is not my mother tongue so I hope I made myself clear :).
Hey again, Could someone please post something on this thread whenever startools is released to the public? I just want to know, and can't find any information on it.
Well, yeah :) that error doesn't occur in max2011.
I've added a condition that if you're not having any tight tests in the scene then the script is adding a blank one. It's necessary and all the Blizz's models have it.
For some reason inexplicable that condition doesn't work as it should in other maxs then 2011.
I have tried to import several different Terran Unit models from pre-HoTS with no luck. I've used both 3dsMax 2010 and 2013. The result in 2010 is a perfectly setup model, Nothing, including the bones, nothing moves. I can select animation sequences, but nothing moves when I play the animation.
The curious thing is that it worked two days ago. Now, not only do newly imported models not animate, but the scenes I saved do not animate! I'm so confused. (On a side note, should I even be posting this here?)
Can I have some help? My model is all set up and for export with the plugin and i followed the export instructions but I'm still getting an error in this code bit here:
check for found frame
if (findItem frames frame == 0) then
(
local akey = M3E_animFrameKey()
akey.frame = frame
akey.stcInd = M3E_findSTCframe akey.frame <3ds max says this is the part where the error occurs.
if (akey.stcInd != undefined) then
(
append frame to list to check for later
append frames frame
go to key time
set time key.time
Could someone who understands code tell me what this is? (ps its lines 3374-3388 inside of the SC2exporter.ms plugin)
OK I am trying to get this Tosh sm model to work with it's default m3a animations like Tosh's regular sm model does. nothing had been done except removing tosh's head in the mesh and adding the spectre portrait head and bones. For some reason the model would come in the size of a spec and adding the animations would work but he'd be a stick man. I figured it was the size so I resized him to be the same as tosh but it still happens. Any idea why?
@GhostNova91: Go
Go to first frame (first as 0 ;) ), make a copy of a model, remove the head, attach the new head, skinwrap to the original model, convert to skin. Fixed?
@beng128: Go
But which line exactly does it highlight?
Attaching .max file would be very helpful :)
@GhostNova91: Go
PLEASE tell me your releasing that. I was incredibly let down when HoTs didn't give us the ones in the campaign. I've been tempted to make something similar but I lack the ability.
@Leruster: Go
I'd love it if you could. I really just need the import working.
Hi Leruster, thanks for your work with the exporter and importer scripts :)
I'm having trouble with the camera, when I export a model with a new camera it gives me the next error: "Unknown property: "rotation" in $Target_Camera:Camera001 @ and the coordinates of the camera. What I'm doing wrong? I'm not and expert in 3d but trying to learning.
English is not my mother tongue so I hope I made myself clear :).
@user_251484: Go Try using non-targeted camera :)
Your English is just fine :)
The export went well with non-targeted camera, :/ but i don't know why it doesn't work with this action while it works with Starcraft2 portraits:
Hey again, Could someone please post something on this thread whenever startools is released to the public? I just want to know, and can't find any information on it.
@Leruster: Go
a material has 13 layres,but import only has 11 layers,the other 2 is what?
@beng128: Go
Well they will, when their beta ends (which is now under way). When? IDK :/
lol, ok... I'm still a little pissed I missed the beta...
Untill then i still need to use the exporter, so could you tell me why my model wont export? i think it doesn't like my animations or something:
m3_export.ms points to line 3380: akey.stcInd = M3E_findSTCframe akey.frame could you tell me what im doing wrong now pls....
Whats thr ETA on importing hots stuff?
I'm trying to edit the tosh sm model but it's giving me this error. Sorry for the shitty camera pic.
Any idea what's going on?
@JacktheArcher: Go No ETA at this point :/
@GhostNova91: Go Add tight test to the model. You're not using max2011, are you? :)
Notice that the error is referring to sc2tight section.
@Leruster: Go
OK I'll check that out. No I'm using 2010 for the scripts and 2011 for Startools. I missed something with how this is supposed to work huh?
@GhostNova91: Go
Well, yeah :) that error doesn't occur in max2011.
I've added a condition that if you're not having any tight tests in the scene then the script is adding a blank one. It's necessary and all the Blizz's models have it.
For some reason inexplicable that condition doesn't work as it should in other maxs then 2011.
I have tried to import several different Terran Unit models from pre-HoTS with no luck. I've used both 3dsMax 2010 and 2013. The result in 2010 is a perfectly setup model, Nothing, including the bones, nothing moves. I can select animation sequences, but nothing moves when I play the animation.
The curious thing is that it worked two days ago. Now, not only do newly imported models not animate, but the scenes I saved do not animate! I'm so confused. (On a side note, should I even be posting this here?)
Can I have some help? My model is all set up and for export with the plugin and i followed the export instructions but I'm still getting an error in this code bit here:
check for found frame if (findItem frames frame == 0) then ( local akey = M3E_animFrameKey()akey.frame = frame akey.stcInd = M3E_findSTCframe akey.frame <
3ds max says this is the part where the error occurs.if (akey.stcInd != undefined) then (
append frame to list to check for later append frames framego to key time set time key.timeCould someone who understands code tell me what this is? (ps its lines 3374-3388 inside of the SC2exporter.ms plugin)
OK I am trying to get this Tosh sm model to work with it's default m3a animations like Tosh's regular sm model does. nothing had been done except removing tosh's head in the mesh and adding the spectre portrait head and bones. For some reason the model would come in the size of a spec and adding the animations would work but he'd be a stick man. I figured it was the size so I resized him to be the same as tosh but it still happens. Any idea why?
@GhostNova91: Go Go to first frame (first as 0 ;) ), make a copy of a model, remove the head, attach the new head, skinwrap to the original model, convert to skin. Fixed?
@beng128: Go But which line exactly does it highlight? Attaching .max file would be very helpful :)
@GhostNova91: Go PLEASE tell me your releasing that. I was incredibly let down when HoTs didn't give us the ones in the campaign. I've been tempted to make something similar but I lack the ability.
@JacktheArcher: Go Why do you want a stick man? ;-)