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 :).
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?