I just readded support for models without a tight hit test. (Like portraits and models exported with earlier versions).
Via a new button in the "M3 Tight Hit Test" panel the tight hit test bone can now we created or selected.
I'm bakc to report a bug. Some models get a few screwed face when exported, I tried re-importing them to blender but the same bug appears every time. I attached a picture as an example, this one is broodlordegg.m3 It happened with a few other models before. Those same faces get that result if I try it multiple times.
What's wrong with the screenshot? I can't watch the original model with that much details enabled (my graphic card is to bad :().
I just added support for importing and exporting some uv material layer properties. It might fix your problem if it's UV related.
Not sure if this is a bug in blender or with the importer only noticed with the tank.m3 model
What happen is that the model is somehow being weirdly scaled when switching mode from object to edit
This only happens to some parts of the model see image for details
EDIT: Reason may be cause of the animations. Checked with ultralisk.m3 and found this see image
Using the latest addon
I'm sorry but I can't follow this tutorial... I downloaded the addon and installed Blender, but I have no background in blender and your tutorial wasn't very intuitive at the beginning. Can anyone help me out?
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\init.py", line 1830, in execute
m3export.export(scene, self.properties.filepath)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 1432, in export
exporter.export(scene, filename)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 60, in export
model = self.createModel(m3FileName)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 68, in createModel
self.initMesh(model)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 490, in initMesh
raise Exception("The mesh %s uses '%s' as material, but no m3 material with
that name exist!" % (mesh.name, mesh.m3_material_name))
Exception: The mesh Mesh.096 uses '' as material, but no m3 material with that n
ame exist!
For your problem you should add a material under Material -> M3 Material Settings (at bottom)
If you don't have a M3 Material go to Scene -> M3 Material and add a material and set it up under
M3 Material Properties
This should solve it
And the reason I know this is cause this have happened a lot to me :P
Not very familiar with the Materials part but I've added and named the M3 Material (anything) and now how to set it up? It's a whole properties list after all.
Otherwise I guess I have to play with Blender a bit more. I was previously using Gmax, unaware for a while that it's been discontinued.
I added two video tutorials. One explains how to prepare Blender so that it's suitable for making m3 models and the second tutorial explains how to make the static mesh.
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\init.py", line 1830, in execute
m3export.export(scene, self.properties.filepath)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 1432, in export
exporter.export(scene, filename)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 60, in export
model = self.createModel(m3FileName)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 68, in createModel
self.initMesh(model)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 472, in initMesh
rootBone = model.bones[rootBoneIndex]
TypeError: list indices must be integers, not NoneType
I see in your error message that you don't have the latest plugin try to download the latest
and if that doesn't fix it I don't really know. It's something with the bones I can tell but not really what the problem is
If I find anything I'll post it
Alright thanks. Now back to my first "error", do I have to set up the added M3 material a particular way? Blend mode? Layer Blend type? Emis. Blend type? Special type? A bunch of check boxes too.
If there already is an existing material you should use it but if none exist I would go by default.
And then under the M3 Material Layer Add the path to the image (Where it is located in SC2 not on your computer)
And here I would also go by default.
If you have time you could check some models from SC2 and see there flags on the Material
Ask if anything is unclear
EDIT checked the colossus
It uses Diffuse, specular, self Illumination, Emissive and Bump
@Leruster: Go Ok, no problem.
@SoulFilcher: Go
I just readded support for models without a tight hit test. (Like portraits and models exported with earlier versions). Via a new button in the "M3 Tight Hit Test" panel the tight hit test bone can now we created or selected.
@println: Go Thanks, that's great.
Hey I'm encountering this error: "list indices must be integers not nonetype". Using Blender 2.63.
I'm bakc to report a bug. Some models get a few screwed face when exported, I tried re-importing them to blender but the same bug appears every time. I attached a picture as an example, this one is broodlordegg.m3 It happened with a few other models before. Those same faces get that result if I try it multiple times.
@RanchBurner: Go
What are the steps to reproduce this error? Can you please provid me with a full stack trace? You can copy it from the command line window.
@SoulFilcher: Go
What's wrong with the screenshot? I can't watch the original model with that much details enabled (my graphic card is to bad :(). I just added support for importing and exporting some uv material layer properties. It might fix your problem if it's UV related.
@println: Go Those faces have their texture map totally misplaced. I'll check the new version to see if it works.
EDIT: You were right! totally fixed, thanks. By the time blizzard releases StarTools we wont need it ;-)
Not sure if this is a bug in blender or with the importer only noticed with the tank.m3 model
What happen is that the model is somehow being weirdly scaled when switching mode from object to edit
This only happens to some parts of the model see image for details
EDIT: Reason may be cause of the animations. Checked with ultralisk.m3 and found this see image
Using the latest addon
@println: Go
That Black DOS-Like window? I must've deactivated it by mistake. How to display it again? Sorry, still new at Blender. :P
@RanchBurner: Go
To show the console go Help -> Show System Console
If you don't know how to mark and copy click the blender icon in the DOS-Like window and you should figure it out
I'm sorry but I can't follow this tutorial... I downloaded the addon and installed Blender, but I have no background in blender and your tutorial wasn't very intuitive at the beginning. Can anyone help me out?
@chaos2night: Go
Alright thanks much. Didn't even know about a "mark and copy" function in a window like that.
@println: Go
Here it is...
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\init.py", line 1830, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 1432, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 60, in export model = self.createModel(m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 68, in createModel self.initMesh(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 490, in initMesh raise Exception("The mesh %s uses '%s' as material, but no m3 material with that name exist!" % (mesh.name, mesh.m3_material_name)) Exception: The mesh Mesh.096 uses '' as material, but no m3 material with that n ame exist!
@Terminator8: Go
You seem to be new to blender and have trouble to get started
Some tips:
This was about the way I started and it took some time If you want to know any more just ask and I'll try to help as good as I can
Question have you worked with some 3D modeling program before??
@RanchBurner: Go
For your problem you should add a material under Material -> M3 Material Settings (at bottom)
If you don't have a M3 Material go to Scene -> M3 Material and add a material and set it up under
M3 Material Properties
This should solve it
And the reason I know this is cause this have happened a lot to me :P
@chaos2night: Go
Not very familiar with the Materials part but I've added and named the M3 Material (anything) and now how to set it up? It's a whole properties list after all.
Otherwise I guess I have to play with Blender a bit more. I was previously using Gmax, unaware for a while that it's been discontinued.
I added two video tutorials. One explains how to prepare Blender so that it's suitable for making m3 models and the second tutorial explains how to make the static mesh.
@chaos2night: Go
The strange mesh of the Ultralisk model is propably a special effect which shows when it attacks
When I import ZergBuild.m3 to blender the drone within that model is deformed too. I attached a screenshot (check the legs).
Trying with a different model...
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\init.py", line 1830, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 1432, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 60, in export model = self.createModel(m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 68, in createModel self.initMesh(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 472, in initMesh rootBone = model.bones[rootBoneIndex] TypeError: list indices must be integers, not NoneType
@RanchBurner: Go
I see in your error message that you don't have the latest plugin try to download the latest
and if that doesn't fix it I don't really know. It's something with the bones I can tell but not really what the problem is
If I find anything I'll post it
@chaos2night: Go
Alright thanks. Now back to my first "error", do I have to set up the added M3 material a particular way? Blend mode? Layer Blend type? Emis. Blend type? Special type? A bunch of check boxes too.
@RanchBurner: Go
If there already is an existing material you should use it but if none exist I would go by default.
And then under the M3 Material Layer Add the path to the image (Where it is located in SC2 not on your computer)
And here I would also go by default.
If you have time you could check some models from SC2 and see there flags on the Material
Ask if anything is unclear
EDIT checked the colossus
It uses Diffuse, specular, self Illumination, Emissive and Bump