@Leruster: It always points to line 3380, i tried to get rid of all animations and just put one keyframe in but it still throws the error. heres my 3ds max scene for you to look at.
There is already a way to get HotS models imported into 3ds max. You could first import the model into Blender using my m3addon. When you then export the model again, it should be importable by 3ds max, since the exporter saves it currently per default in the old format.
That way you can get HotS model imported into 3ds max. I haven't tried it however, since I don't have 3ds max. To get started with the m3addon for Blender you could have a look at the following tutorial:
There is already a way to get HotS models imported into 3ds max. You could first import the model into Blender using my m3addon. When you then export the model again, it should be importable by 3ds max, since the exporter saves it currently per default in the old format.
That way you can get HotS model imported into 3ds max. I haven't tried it however, since I don't have 3ds max. To get started with the m3addon for Blender you could have a look at the following tutorial:
There is already a way to get HotS models imported into 3ds max. You could first import the model into Blender using my m3addon. When you then export the model again, it should be importable by 3ds max, since the exporter saves it currently per default in the old format.
That way you can get HotS model imported into 3ds max. I haven't tried it however, since I don't have 3ds max. To get started with the m3addon for Blender you could have a look at the following tutorial:
Strange, I have imported the "SMX1_DeinfestedKerrigan_T1.m3" to Blender with your Python addon, but It doesnt seem to import the mesh, and I dont really have much knowledge of blender as to how to export the bones to 3DS Max.
Thanks for the intention to help, tho I think I'll stay with 3DS Max for now :P
An error occured while importing, which is why the mesh did not get loaded. I fixed it. It's a complex model which is using some patch 2.0 features. e.g. a new kind of particle system broke the import.
I'd recommend you start by creating a material for your character. Press M to open the Material Editor and create a bitmap with the file you wish on the diffuse maps box. You might later want to also add specular maps in the specular level field, and normal mapping in the bump maps field! I hope this is useful to you and please, PM me if you have any doubts!
There is already a way to get HotS models imported into 3ds max. You could first import the model into Blender using my m3addon.
Well, and how should I export models from the very HotS? There is a menu item "File/Export/Model..." (I guess, in English is written like this) in the Cutscene Editor but it doesn't work - nothing happens if you click the item.
@WebSter5000: Go
My prefered way of exporting models is trough the Archive Browser. You can open it with:
Cutscene Editor -> Window -> Console -> enter "browse"
@Leruster: It always points to line 3380, i tried to get rid of all animations and just put one keyframe in but it still throws the error. heres my 3ds max scene for you to look at.
@Leruster: Go
I'm trying to find the time to try this I'll get back to you when I do thanks a lot for the help man :)
@JacktheArcher: Go
@SoulFilcher: Go
Sure I'm not sure how useful a stickman will be but whatever :) :) :)
@GhostNova91: Go
Damn you and your clever word play!!! :P
@JacktheArcher: Go
Muhuwahahahaha!
Is there still no ETA on the HotS Model's bones importing?
@Aerenko: Go Yeah, still no ETA. Love your avatar though ;)
@Aerenko: Go
There is already a way to get HotS models imported into 3ds max. You could first import the model into Blender using my m3addon. When you then export the model again, it should be importable by 3ds max, since the exporter saves it currently per default in the old format.
That way you can get HotS model imported into 3ds max. I haven't tried it however, since I don't have 3ds max. To get started with the m3addon for Blender you could have a look at the following tutorial:
http://www.sc2mapster.com/forums/resources/tutorials/35492-blender-how-to-create-an-animated-coin-model-for-starcraft/
Thank you very much, I'll try this!
@println: Go
Holy Shit! I can't believe it but that totally worked!!! Thanks
Edit: I had issues importing the mothership core (purifier matrix)
Strange, I have imported the "SMX1_DeinfestedKerrigan_T1.m3" to Blender with your Python addon, but It doesnt seem to import the mesh, and I dont really have much knowledge of blender as to how to export the bones to 3DS Max.
Thanks for the intention to help, tho I think I'll stay with 3DS Max for now :P
@Aerenko: Go
An error occured while importing, which is why the mesh did not get loaded. I fixed it. It's a complex model which is using some patch 2.0 features. e.g. a new kind of particle system broke the import.
@JacktheArcher: Go
Can you give me the exact model path? Then I will try to reproduce it.
@println: Go
Assets\Units\Protoss\PurifierMatrix\PurifierMatrix.m3
Has the replicant model at it's center so fairly crucial to get this model to be usable.
@JacktheArcher: Go
About the PurifierMatrix:I fixed the import, but there are issues with exporting. See this post for more details.
I'm new to 3ds max. I added the tga file for my character to the maps folder. So why am I not seeing my character's texture in 3ds max?
@gamemore: Go
I'd recommend you start by creating a material for your character. Press M to open the Material Editor and create a bitmap with the file you wish on the diffuse maps box. You might later want to also add specular maps in the specular level field, and normal mapping in the bump maps field! I hope this is useful to you and please, PM me if you have any doubts!
Well, and how should I export models from the very HotS? There is a menu item "File/Export/Model..." (I guess, in English is written like this) in the Cutscene Editor but it doesn't work - nothing happens if you click the item.
@WebSter5000: Go My prefered way of exporting models is trough the Archive Browser. You can open it with: Cutscene Editor -> Window -> Console -> enter "browse"
@sc2newuser: Go
Cool story bro :)