Well yeah, i suppose it is. Taking certain elements (Mesh,Particle Effect, Armatures, Animations) from Model A, using them in B. Or using them to enchance a custom model.
It didnt support them perhaps, but it was possible. And it would be pretty cool, now that the addon properly imports almost every asset of the models. It wouldnt really be needed, if appending and linking worked properly and recognized the all individual elements.
For the baneling's model glitch after importing, I have a fix here:
go to Pose mode,
find the bone connected to the part which is glitching, and select it
then go to properties panel, go to BONE tab which should be between Object Data and Bone Constraints tab,
Change the rotation setting in that BONE tab for the glitched bone to W: 1.0000 X 0.0000 Y -0.0000 Z 0.0000 (Y could just be 0 but it says -0.0000 on my blend)
you will see the glitch going out of your screen. now import it to the editor, there is just a health baneling we have been seeing for a long time.
Here is my blend file, and I didn't expect it to be such big.. 4.47MB
you know what.. i find the animation Size of the bone of the front 2 bubble like thing ( right side one is the glitched thing) is been set to 1.0 which is suppose to be 0.6, you might want to fix that before you do the export, even though it's quite not noticable
@println: Go Many custom model around here are "frankenstein" creations, because they use parts from several SC2 models, so a feature to merge models is definitely needed.
But there is a way to make it work right now, it isnt perfect, but it works. What I do is to save the mesh and possibly bones, stripped from everything else to Blend file, then import another M3. Then add the materials again and fix what needs to be fixed.
One problem with that method might be keeping certain particle effects, ribbons, attachment point, animation etc. Apart from being cumbersome. But its at least a good serviceable idea.
Hm, i've installed blender 2.67 with latest addon, but have errors with immortal
and also i cant open Assets\Effects\Protoss\SingularityAreaImpact\SingularityAreaImpact.m3 (that was my main target, i want to remove shadow from this model :< )
it shows no errors, just doesn't open this model :<
About importing multiple models:
Materials should import now properly if there are already materials. A handling of name conflicts for the different types of objects has still to be implemented.
@Fen1kz: Go
I am using now Blender 2.67 and can't reproduce your issue. The error message may only occur if you perform the import from a certain "context". I tried to import via menu.
The SingularityAreaImpact model contains a "Warp"-Object. I didn't implemned an import for it since I don't know yet what it's 6 animatable float values are good for. It is now possible to import the model without the warp.
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget<sub> the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.</sub>
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.
This happens for some models. Bad export, i guess. The Oracle's Emissive alpha channel for instance, by default as team color, isnt working either. Same with normal. Cant be sure, but i think its the same with the Carrier. Witch is weird, because most models when modified as "add team color" emissive work.
Edit: Immortal animation doesnt import properly. The bone BONE_Shoulder_L, of the same vertex group, doesn't animate in the correct position. That issue didn't happen in previous versions of the addon.
Just to specify, it makes the left gun stick through the chest.
@SimplyCool988: Go
About the broken Immortal import: Which version worked? Best would be if you could name me the latest working version.
You can download older version via the Github UI (https://github.com/flo/m3addon/ -> Click Commits -> Click a Version -> Click Browse Code -> ZIP)
Or when you use a git client, then you can simply downgrade to a lower version as usual. Some git clients even support the search for the first broken version directly. For the command line client the command is called "git bisect".
If I know which change introduced the bug then it is much easier for me to fix it.
@seraphlio: Go
About "Specular map's alpha channel as Team Color": Sounds to me like a limitation of the SC2 engine. I see no reason why it shouldn't work on a particual layer since the exporter handles all layers the same way.
Team Color emissive to layer issue - still not solved. In addition, Oracle Model now exports with a broken textureless sphere. An error that did not exist in the previous version.
Im eventually going to downgrade to a previous addon version, to see if Alpha Channel as Team Color on these particular models was still an issue. Since, its very situational - some export properly, and some support the manual addition.
Also - to check, if the immortal imports properly. Last correct version, i recall, was from last October. And, since i only started modding again 2 weeks ago, i couldn't tell you witch version it was, that introduced the issue. I can say, that its not isolated, as other models sometimes import with improper animation and bone placement.
(Though i no longer need a fix for that, since i managed to fix the skeleton/pose and do, what i needed to, with the model)
Importing a secondary model, still sometimes results in a missing mesh + attached materials. As well as any particle effects, ribbons, attachment points, etc. In most cases - only armature and occasionally animations.
Still i definitely applaud, how far the addon has come. As most models, that didn't even import properly back then, now work flawlessly.
I just noticed that PrimalZergRoach.m3's Dance animation and Flail animation isn't been imported to blender? and when I export the model, some animation like walk left start has some bone in awkward rotation, not sure if I did something wrong in blender or it's just like that in the original m3 file...
-
wrote those in a hurry at morning...
I found also a folder says RoachSwarmAnims, where in the folder there is an m3a file, i don't know if that is a file that contains all roaches' special animations... as what i wrote up there, about the animation acting weird, it's the original model's fault, the original PrimalZergRoach.m3 is acting weird, i just didn't notice the weirdness at the begining.. but some of the animations like, Dance and Flail, i think they may or may not be a part of that m3a file i mentioned above, but the birth animation is also missing.
CommandCenter.m3 doesnt export properly. Takes half an hour and then imports as a broken(missing) model. I.E. Sphere.
Ditto on MarauderKillSquad.m3. Error in both models has something to do with animations. Clearing the Animation list allows for proper import. Strange though, since Marauder.m3 imports without a hitch.
@seraphlio: Go
The import of the PrimalZergRoach model is fixed now.
@SimplyCool988: Go
The addon never properly supported the import of multiple models. If it's important for you I might implement the necessary changes.
Well yeah, i suppose it is. Taking certain elements (Mesh,Particle Effect, Armatures, Animations) from Model A, using them in B. Or using them to enchance a custom model.
It didnt support them perhaps, but it was possible. And it would be pretty cool, now that the addon properly imports almost every asset of the models. It wouldnt really be needed, if appending and linking worked properly and recognized the all individual elements.
@println: Go
Thanks! Let us perfectize this plugin!!
For the baneling's model glitch after importing, I have a fix here:
go to Pose mode,
find the bone connected to the part which is glitching, and select it
then go to properties panel, go to BONE tab which should be between Object Data and Bone Constraints tab,
Change the rotation setting in that BONE tab for the glitched bone to W: 1.0000 X 0.0000 Y -0.0000 Z 0.0000 (Y could just be 0 but it says -0.0000 on my blend)
you will see the glitch going out of your screen. now import it to the editor, there is just a health baneling we have been seeing for a long time.
Here is my blend file, and I didn't expect it to be such big.. 4.47MB
you know what.. i find the animation Size of the bone of the front 2 bubble like thing ( right side one is the glitched thing) is been set to 1.0 which is suppose to be 0.6, you might want to fix that before you do the export, even though it's quite not noticable
@println: Go Many custom model around here are "frankenstein" creations, because they use parts from several SC2 models, so a feature to merge models is definitely needed.
But there is a way to make it work right now, it isnt perfect, but it works. What I do is to save the mesh and possibly bones, stripped from everything else to Blend file, then import another M3. Then add the materials again and fix what needs to be fixed.
One problem with that method might be keeping certain particle effects, ribbons, attachment point, animation etc. Apart from being cumbersome. But its at least a good serviceable idea.
Hm, i've installed blender 2.67 with latest addon, but have errors with immortal
and also i cant open Assets\Effects\Protoss\SingularityAreaImpact\SingularityAreaImpact.m3 (that was my main target, i want to remove shadow from this model :< )
it shows no errors, just doesn't open this model :<
I can't remove the particle from MaleCivilian11Portrait.m3
I attached a screenshot of the error messages I get.
About importing multiple models: Materials should import now properly if there are already materials. A handling of name conflicts for the different types of objects has still to be implemented.
@Fen1kz: Go I am using now Blender 2.67 and can't reproduce your issue. The error message may only occur if you perform the import from a certain "context". I tried to import via menu.
The SingularityAreaImpact model contains a "Warp"-Object. I didn't implemned an import for it since I don't know yet what it's 6 animatable float values are good for. It is now possible to import the model without the warp.
@SoulFilcher: Go
I tried to delete the particle system from MaleCivilian11Portrait and it worked. Not sure what you are doing differntly.
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget<sub> the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.</sub>
This happens for some models. Bad export, i guess. The Oracle's Emissive alpha channel for instance, by default as team color, isnt working either. Same with normal. Cant be sure, but i think its the same with the Carrier. Witch is weird, because most models when modified as "add team color" emissive work.
Edit: Immortal animation doesnt import properly. The bone BONE_Shoulder_L, of the same vertex group, doesn't animate in the correct position. That issue didn't happen in previous versions of the addon.
Just to specify, it makes the left gun stick through the chest.
@seraphlio: Go @SimplyCool988: Go I fixed the issue with the material layer export.
@SimplyCool988: Go About the broken Immortal import: Which version worked? Best would be if you could name me the latest working version.
You can download older version via the Github UI (https://github.com/flo/m3addon/ -> Click Commits -> Click a Version -> Click Browse Code -> ZIP)
Or when you use a git client, then you can simply downgrade to a lower version as usual. Some git clients even support the search for the first broken version directly. For the command line client the command is called "git bisect".
If I know which change introduced the bug then it is much easier for me to fix it.
@seraphlio: Go About "Specular map's alpha channel as Team Color": Sounds to me like a limitation of the SC2 engine. I see no reason why it shouldn't work on a particual layer since the exporter handles all layers the same way.
@println: Go
It's probably the export error, I'll go try if it fixed.
It is fixed by the new update.
Team Color emissive to layer issue - still not solved. In addition, Oracle Model now exports with a broken textureless sphere. An error that did not exist in the previous version.
Im eventually going to downgrade to a previous addon version, to see if Alpha Channel as Team Color on these particular models was still an issue. Since, its very situational - some export properly, and some support the manual addition.
Also - to check, if the immortal imports properly. Last correct version, i recall, was from last October. And, since i only started modding again 2 weeks ago, i couldn't tell you witch version it was, that introduced the issue. I can say, that its not isolated, as other models sometimes import with improper animation and bone placement.
(Though i no longer need a fix for that, since i managed to fix the skeleton/pose and do, what i needed to, with the model)
Importing a secondary model, still sometimes results in a missing mesh + attached materials. As well as any particle effects, ribbons, attachment points, etc. In most cases - only armature and occasionally animations.
Still i definitely applaud, how far the addon has come. As most models, that didn't even import properly back then, now work flawlessly.
I just noticed that PrimalZergRoach.m3's Dance animation and Flail animation isn't been imported to blender? and when I export the model, some animation like walk left start has some bone in awkward rotation, not sure if I did something wrong in blender or it's just like that in the original m3 file...
-wrote those in a hurry at morning...
I found also a folder says RoachSwarmAnims, where in the folder there is an m3a file, i don't know if that is a file that contains all roaches' special animations... as what i wrote up there, about the animation acting weird, it's the original model's fault, the original PrimalZergRoach.m3 is acting weird, i just didn't notice the weirdness at the begining.. but some of the animations like, Dance and Flail, i think they may or may not be a part of that m3a file i mentioned above, but the birth animation is also missing.
I have to say it is a great addon.
Warp field stabilized
CommandCenter.m3 doesnt export properly. Takes half an hour and then imports as a broken(missing) model. I.E. Sphere.
Ditto on MarauderKillSquad.m3. Error in both models has something to do with animations. Clearing the Animation list allows for proper import. Strange though, since Marauder.m3 imports without a hitch.
Had anyone successfully created a new attachment point in anyway yet? I seems can't get the new attachment point to work..
In the cutscene editor, my attachment point was followed with [Unknown] Bone =
(Invalid!)
@seraphlio: Go I have no problems with new attachment points. If you make sure you use the correct bone name it will work.
@SoulFilcher: Go
yea i just figured that out.. i was using a wrong bone name..
thanks btw.