Ok so create a bone in [0,0,0] and skin the entire model to that bone and it's working just fine. Even if the model is not animated. If you apply skin modifier to a model and choose one bone, every vertex will be skinned by 100% to that bone.
Also, I recommend welding some of that vertices together :)
Thanks alot!
Ya the model sucks, its from N64 Pokemon Stadium. I just wanted to see them ingame ^^
I did all that and the export was no problem this time, but when i get in to the editor the model wont show up and it says "Vertex count: 0". I tried with a simple "box" from max as well and got the same results.
1. Lights
If you open up Create-> Lights-> Standard panel you'll see new type of light - SCII Light.
This is a 3dsmax light stripped of everything that the StarCraft II Light is not using, available options are translated so what you see in max will pop-up in the StarCraft Editor.
If after importing into 3dsmax you just see a black model, don't worry, just switch the display mode to Illuminate with default lights.
If you create a new light, remember to link it to a bone, otherwise it will not be recognized.
2. Volume Material
With this update you can import/export models which have volume materials.
Portraits like Brood Lord or Hydralisk have this box around then which holds the volume material and is a mark for the boundaries of such effect.
The density parameter is animatable.
To set a color of volume effect all you have to do is to add a StarCraft II Layer and edit it's color property. Which lead us to...
3. Improvements in layer system
Now, sc2bitmap has been renamed with StarCraft II layer since it's more accurate way to talk about it. Layers in StarCraft II don't hold only bitmaps. In fact, they don't have to have any bitmap to have an impact on the rendering result.
Once you add a new layer and dive into it, you'll see color picker with a checkbox. You can assign a material with layer and color (which has USE COLOR checkbox checked) and the model will render out having the color defined in the layer.
Next option available in the layer is the falloff option. It does what it says - it's adding falloff :) This falloff is based on the direction of a normal. So the closer the normal vector is to being perpendicular to the view direction, the more apparent the effect will be.
Once you check USE FALLOFF you can use the options available below. The options are: Strength: the lower the value the more surface will it cover Start: picture this as a starting normal value. The higher the number the more parallel (to the viewing direction) normals will be taken under concern. Cutout: the closer to 0 the less visible the effect is. But if you go below 0 with high START value, you can invert the falloff effect.
USE ON ALPHA does the same thing only with alpha. Skips the color.
The last addon is MID-TONE OFFSET feature. It works similar to the Photoshop operation of modifying the mid-tone swatch of levels.
With the color picker you can controll the color of fog produced by the volume material.
The falloff effect is very good visible in the Gateway, after being morphed into WarpGate. The black core with a blueish glow around it? That's the falloff effect.
Another well known usage is Archon. This time it is an emissive map which is modified so that it's visible only on the "edges" of the model.
The falloff effect also is used on displace strength maps to soften the edges of the maps.
I recommend to just play around with the parameters and try to "feel" them, to know exactly how to use them.
If you have any question, please, feel free to post it :)
Special (as tactics) thanks to Mr. println for his time, help and .m3 converters :) Check them out!!
I simulated a particle animation But I do not know where incorrect
fraps software is a good software, it is open source, but how do I can not find its source code, can you tell me from where can get the source code?
If you want to do particles with the current version you're on your own.
I recommend you to wait for the next version :) I don't know when it will be released but it will be and I will even PM you when it's there.
The Pandaren almost out Heart of the Swarm coming Quickly released the new version
Hey guys, i get this when i try to export:
Any idees?
Regards Daniel
What max? Could you attach scene?
@Leruster: Go
Max 2012, yes i can ^^
It's a model ripped from a N64 game. http://koppentertainment.com/model/Bulba.max
Heh ok can you save it as 2011? :) I don't have an access to 2012 right now :/
@Leruster: Go
There ya go m8 ^^
http://koppentertainment.com/model/Bulba2011.max
Ok so create a bone in [0,0,0] and skin the entire model to that bone and it's working just fine. Even if the model is not animated. If you apply skin modifier to a model and choose one bone, every vertex will be skinned by 100% to that bone.
Also, I recommend welding some of that vertices together :)
@Leruster: Go
Thanks alot! Ya the model sucks, its from N64 Pokemon Stadium. I just wanted to see them ingame ^^
I did all that and the export was no problem this time, but when i get in to the editor the model wont show up and it says "Vertex count: 0". I tried with a simple "box" from max as well and got the same results.
Ok so I just uploaded new M3 plugins, ver. 2.1. Will be available after a moderator accepts it.
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/files/31-m3-plugins-v2-1/
Few words about this update:
1. Lights
If you open up Create-> Lights-> Standard panel you'll see new type of light - SCII Light. This is a 3dsmax light stripped of everything that the StarCraft II Light is not using, available options are translated so what you see in max will pop-up in the StarCraft Editor. If after importing into 3dsmax you just see a black model, don't worry, just switch the display mode to Illuminate with default lights.
If you create a new light, remember to link it to a bone, otherwise it will not be recognized.
2. Volume Material
With this update you can import/export models which have volume materials. Portraits like Brood Lord or Hydralisk have this box around then which holds the volume material and is a mark for the boundaries of such effect. The density parameter is animatable.
To set a color of volume effect all you have to do is to add a StarCraft II Layer and edit it's color property. Which lead us to...
3. Improvements in layer system
Now, sc2bitmap has been renamed with StarCraft II layer since it's more accurate way to talk about it. Layers in StarCraft II don't hold only bitmaps. In fact, they don't have to have any bitmap to have an impact on the rendering result. Once you add a new layer and dive into it, you'll see color picker with a checkbox. You can assign a material with layer and color (which has USE COLOR checkbox checked) and the model will render out having the color defined in the layer.
Next option available in the layer is the falloff option. It does what it says - it's adding falloff :) This falloff is based on the direction of a normal. So the closer the normal vector is to being perpendicular to the view direction, the more apparent the effect will be.
Once you check USE FALLOFF you can use the options available below. The options are:
Strength: the lower the value the more surface will it cover
Start: picture this as a starting normal value. The higher the number the more parallel (to the viewing direction) normals will be taken under concern.
Cutout: the closer to 0 the less visible the effect is. But if you go below 0 with high START value, you can invert the falloff effect.
USE ON ALPHA does the same thing only with alpha. Skips the color.
The last addon is MID-TONE OFFSET feature. It works similar to the Photoshop operation of modifying the mid-tone swatch of levels.
With the color picker you can controll the color of fog produced by the volume material. The falloff effect is very good visible in the Gateway, after being morphed into WarpGate. The black core with a blueish glow around it? That's the falloff effect. Another well known usage is Archon. This time it is an emissive map which is modified so that it's visible only on the "edges" of the model. The falloff effect also is used on displace strength maps to soften the edges of the maps.
I recommend to just play around with the parameters and try to "feel" them, to know exactly how to use them.
If you have any question, please, feel free to post it :)
Special (as tactics) thanks to Mr. println for his time, help and .m3 converters :) Check them out!!
HF <3
@Leruster: Go
That's awesome! I've been waiting for lights since the tools first came out thanks a ton!
The lights work I tested it. I thank you very much. later if you want you could look at it the physics bodies.
First particles, then ribbons, later maybe physics :)
particles can be visible? what's ribbons?
@Leruster: Go
Using a new 2.1 version,render drawing very ugly Lighting panel did not ah?
Zealot Missing what? Animation is not smooth The hands of a blade, the blade is what parts
@Leruster: Go
zealot has something wrong
@sc2newuser: Go
No, that's just you going to a sub object that depends on another modifier...it really says that in the error :P
If you want to edit the mesh, just add an edit mesh modifier, you'll break the skin if you go to the subobject.