So how is this anything you cannot do with just retexturing a barrel using texture select by ID and animating it using the SOp (Forward Vector) method? Also how good is the support for attachment points?
Although I must admit a m3 addon for a free for non students modeling program is useful. It still would take a demonstration of making a functional turret and team/tentacle model to impress me.
Finally what about .m3a compatability (the file type used to supplement animations of some models like the cinematic hd zerg)?
The point of this tutorial is not to provide the readers with a coin model, but to show them how to make models with Blender for Starcraft 2.
It is already possible to add attachment points by using the "M3 Attachment Points" panel in the scene tab.
To animate an attachment point you need currently to add a bone with the same name.
Attachment volumes aren't supported yet.
I haven't investigated in how to make turrents, but making a model with team colors is simple.
By default it uses the alpha channel of the model as team color. You can adjust that setting
in the "M3 Materials" panel of the scene.
I haven't added support for m3a files yet. Currently the exporter calculates new animation ids for the attributes.
It should however be possible to store a (blender object name, blender property path, m3 animation id) tripple when importing a model in oder to keep the animation ids the same when exporting. Maybe that's all needed to implemented the export of m3a files.
Amazing on making an M3 Plug-In for Blender thanks so much, now I Can make models without the expensive 3DS Max. Keep up the wonderful work you're doing, and hopefully if it doesn't already have ribbon and/or particle support it will soon. It'll be great to be able to work with either 3DS Max (NiNtoxicated01's M3 Plug-In) or Blender (printIn's M3 Plug-In).
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Main aim of my last comment was to establish the limitations of this tool. Since a cylindrical coin does not establish if it can do anything more than simple shapes with simple animations.
Maybe a followup tutorial is needed showing how to do the more complex stuff for example making a spine crawler like model (tentacle, turret, attachment points and legs that need more than simple shapes).
It is possible to create particles with my m3addon. There is a "M3 Particle Systems Panel" in the scene tab of the properties editor:
A lot of properties of the particle system can be configured, but you can't preview the particles it in Blender yet. It offers however a possiblity to export a model with one click. It takes me about 4 seconds to get the model from Blender into the Starcraft 2 Previewer.
Ribbons aren't supported yet, but you can make a lot of particle effects already:
Particle systems with different kinds of emission areas (Sphere, Cuboid, Cylinder, Point)
Particles with different kinds of emission rate, speed, angle and spread.
Particle systems with particles with animated color, speed, size
Particle systems with random color, speed, size, lifetime,
Particle systems that create particles that don't follow the emitter (trailing particles)
Particle systems with an animated emission location, rotation and scale (via bone animation)
Particle system with animated particle images (e.g. the image shows 16 variantes of the same particle at different states, which will then be played as animation)
Particles that get slowed down or are under the effect of positive or negative gravity
More stuff, which I forgot, or don't know yet in detail for what the configuration parameters are good for.
There is so much more stuff I want to add to the addon, but since I am no longer a student my free time is pretty much limited. So I have to decide between making a nice long tutorial or working on the m3addon. I hope that an user will make a better tutorial then I made. Also for learning purposes you could also simply import a marine, zergling or whatever.
By the way: The addon can now import and export attachment volumes. They can be used to mark where attack missiles can hit a model. E.g. That way you can make missiles hit the legs and head of a collosi instead of the empty center between the legs.
i downloaded 2.63, didn't work, so uninstalled and downloaded 2.62 but dont have much better results.
everything i tried didn't work. some terran units. some protoss units like immortal. some protoss buildings like gateway. i couldn't load any of the custom models that i have for SC2BW.
it's probably just something on my end since i assume the majority of models should work?
I haven't tried to load that many models yet. Mostly I tried to load particle systems which worked pretty well.
The error message you posted came propably when you tried to load a model exported with 3ds max. I adjusted my addon so that it is hopefully compatible now. I also tried to load the immortal and the gateway. It didn't worked at first as it complained about some unknown structures. I added those structures to the structure.xml file to make those models load.
Sadly I noticed that there is some kind of strange performance issue when a model has a lot of M3 materials. If you experience those too, try to delete some M3 materials. I will investigate when I have time and propably create a bug report for Blender.
When you find any other model that doesn't load, please tell me.
In the "scene" tab of a properties editor in Blender there is a panel "M3 Material". Click "+" there and configure an diffuse image path in the "M3 Material Layers" panel. It's also an good idea to add an m3 animation in the "M3 Animations" panel since even static models have usualyl an animation.
Traceback (most recent call last:(
File "C:\Users\Joseph Jones\AppData\Roaming\Blender Foundation\Blender\2.62\scripts\addons\flo-m3addon-4a6ee60\init.py", line 1077, in execute
File "C:\Users\Joseph Jones\AppData\Roaming\Blender Foundation\Blender\2.62\scripts\addons\flo-m3addon-4a6ee60\m3export.py", line 1153, in exportParticleSystems
File "C:\Users\Joseph Jones\AppData\Roaming\Blender Foundation\Blender\2.62\scripts\addons\flo-m3addon-4a6ee60\m3export.py", line 58, in exportParticleSystems
model = self.createModel(m3FileName)
File "C:\Users\Joseph Jones\AppData\Roaming\Blender Foundation\Blender\2.62\scripts\addons\flo-m3addon-4a6ee60\m3export.py", line 66, in createModel
File "C:\Users\Joseph Jones\AppData\Roaming\Blender Foundation\Blender\2.62\scripts\addons\flo-m3addon-4a6ee60\m3export.py", line 317, in initMesh
TypeError: Mesh.update(:( was called with invalid keyword arguments(s) (calc_tessface), expected (calc_edges)