That's exactly the error message you get when you try to export with Blender 2.62 instead of 2.63! The addon is no longer compatible with Blender 2.62!
You installed the addon wrongly. The addon needs to be able to create a file m3.py in the addon directory. It can't do that if you put it at a location where Blender has only read access. Please install the addon like it gets explained in the tutorial:
The m3addon folder with the souce needs to be placed in the addons folder
of the current Blender version. For Blender 2.63 this location is on
Windows XP at:
C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.63\scripts\addons
and on Windows 7 at:
C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons
It can be that you need to create some folders if they aren't there yet.
P.S. Funny how the texture is larger than the model and blender files
Edit: map is 1.5 beta file, so there might be an error or two if opened in regular editor (ex. map info is messed up)
You imported the texture as "Blender Files/Blender Files/Coin.tga" and not as "Coin.tga" as you specified it in Blender. Right click on the Coin.tga in the import manager and select "Move Files". Move it to the root so that it has the path "Coin.tga". Then the model should be textured correctly. If not try restarting the editor once more.
PS: Yes the large parts of the models are the textures and the animations if there are many animated bones with many keyframes. TGA textures are uncompressed. If you use a format with compression like png, dds or jpg you should get smaller files.
Hey, I've been trying to export a model but I keep getting the same bugs. When I import my model back to SC2 editor the model is motionless in all animations. It is a modified Medivac.m3 model. I'm using Blender 2.63 and a recent version of your tool (downloaded yesterday). Also the file size for the exported model is bigger than the original one even though I just changed textures and removed the red lights from the wings.
The exporter is currently exporting to many attributes as animated. As a result the static looking global loop animation of the medivac overrides all other animations. You can either wait till I fix that or just remove the global loop animation (global loop animations start with GL).
About the file size: I just implemented some file size optimizations. The size of the reexported Medivac model went down from 352KB to 296KB (original was: 232KB)
Once I solve the problem with the unnecessarly animated attributes the file size should decrease again.
@println: Go Ohh good. I thought I was missing something entirely. I'll try to delete the global loop animation. Thanks.
EDIT: It didn't work, I removed the animation but the problem persists. I'm a total noob with blender so I'm not sure I'm doing it right. Without the GL animation the file size dropped to 167kb.
I just made a commit that reduces the number of exported animated attributes drastically when exporting a file as "m3". For the export to m3a files nothing has changed. The reexported file size of the medivac is now 212KB (original: 232KB)
Somehow the global loob animation still makes trouble. When I have time I need to have a deeper look into it.
Edit: In the M3 Animation Sequences panel (of the scene tab) you need to first select "GLstand" and then click on "-" right next to the list.
@println: Go Yeah, I got it working! It happened I had saved a corrupted version already with all animations replaced. I opened a previous version, removed GL and it wroked just fine.
One more noob question: How can I import a model without placing it together with a previously opened model? How can I "close all files" in Blender? Whenever I open it there's already a stupid model I opened before. If I import a model, work on it and then close blender the model is there forever! lol
Importing more then one m3 model at once doesn't work properly with the materials. Thus you should always remove the previously loaded model with "File -> New" before loading a new model.
@println: Go Ok thanks. I got some problems with the exported Medivac. The smoke on the ground never goes away and the engine fire from both engines are applied at the left engine position. Is it possible to be fixed? What should I do?
I just added support for importing and exporting particle system copies. Particle system copies can be used to have the same particle system emit particles at different places. The previous lack of particle system copies was the cause why the left engine didn't show the particles properly.
The smoke propably does not vanish because the addon doesn't import and export the uv coordiantes animation yet. I plan to add that soon.
@println: Go Ohh, thanks, that's great news. You're doing an amazing job with this addon. Then I guess I'm going to wait so I can release a final version of my model.
EDIT: With this new version the engine fires doesn't show at all.
@Barricader0: Go
That's exactly the error message you get when you try to export with Blender 2.62 instead of 2.63! The addon is no longer compatible with Blender 2.62!
I will update then, sorry for any inconvenience I may have caused.
More Errors (this is getting annoying):
Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\2.63\scripts\addons\flo-m3addon-4a6ee60\init.py", line 1053, in invoke from . import m3export File "C:\Program Files (x86)\Blender Foundation\Blender\2.63\scripts\addons\flo-m3addon-4a6ee60\m3export.py", line 27, in <module> generateM3Library.generateM3Library() File "C:\Program Files (x86)\Blender Foundation\Blender\2.63\scripts\addons\flo-m3addon-4a6ee60\generateM3Library.py", line 1405, in generateM3Library out = open(m3PyPath,"w") IOError: [Errno 13] Permission denied: 'C:
Program Files (x86)
Blender Foundation
Blender
2.63
scripts
addons
flo-m3addon-4a6ee60
m3.py'
location:<unknown location>:-1
@Barricader0: Go
You installed the addon wrongly. The addon needs to be able to create a file m3.py in the addon directory. It can't do that if you put it at a location where Blender has only read access. Please install the addon like it gets explained in the tutorial:
It says it is 2.62 though
Edit: added a folder called 2.63 and the needed folder and so far it works
@Barricader0: Go
I changed that an hour ago.
Now my texture is not showing up in the editor. I imported the image first then the .m3 file. I even restarted the editor.
@Barricader0: Go
Have you tried importing my coin model and texture? That way you could validate if it's your model & texture or the way you are importing it.
After importing the texture it's necessary to save the map before importing the model.
If you want you can attach your m3 model and texture to your next post and I will have a look at it.
Same thing with yours
Files:
P.S. Funny how the texture is larger than the model and blender files
Edit: map is 1.5 beta file, so there might be an error or two if opened in regular editor (ex. map info is messed up)
@Barricader0: Go
You imported the texture as "Blender Files/Blender Files/Coin.tga" and not as "Coin.tga" as you specified it in Blender. Right click on the Coin.tga in the import manager and select "Move Files". Move it to the root so that it has the path "Coin.tga". Then the model should be textured correctly. If not try restarting the editor once more.
PS: Yes the large parts of the models are the textures and the animations if there are many animated bones with many keyframes. TGA textures are uncompressed. If you use a format with compression like png, dds or jpg you should get smaller files.
It works now thanks for all your help!
Hey, I've been trying to export a model but I keep getting the same bugs. When I import my model back to SC2 editor the model is motionless in all animations. It is a modified Medivac.m3 model. I'm using Blender 2.63 and a recent version of your tool (downloaded yesterday). Also the file size for the exported model is bigger than the original one even though I just changed textures and removed the red lights from the wings.
@SoulFilcher: Go
The exporter is currently exporting to many attributes as animated. As a result the static looking global loop animation of the medivac overrides all other animations. You can either wait till I fix that or just remove the global loop animation (global loop animations start with GL).
About the file size: I just implemented some file size optimizations. The size of the reexported Medivac model went down from 352KB to 296KB (original was: 232KB) Once I solve the problem with the unnecessarly animated attributes the file size should decrease again.
@println: Go Ohh good. I thought I was missing something entirely. I'll try to delete the global loop animation. Thanks.
EDIT: It didn't work, I removed the animation but the problem persists. I'm a total noob with blender so I'm not sure I'm doing it right. Without the GL animation the file size dropped to 167kb.
@SoulFilcher: Go
I just made a commit that reduces the number of exported animated attributes drastically when exporting a file as "m3". For the export to m3a files nothing has changed. The reexported file size of the medivac is now 212KB (original: 232KB)
Somehow the global loob animation still makes trouble. When I have time I need to have a deeper look into it.
Edit: In the M3 Animation Sequences panel (of the scene tab) you need to first select "GLstand" and then click on "-" right next to the list.
@println: Go Yeah, I got it working! It happened I had saved a corrupted version already with all animations replaced. I opened a previous version, removed GL and it wroked just fine.
One more noob question: How can I import a model without placing it together with a previously opened model? How can I "close all files" in Blender? Whenever I open it there's already a stupid model I opened before. If I import a model, work on it and then close blender the model is there forever! lol
@SoulFilcher: Go
You get a cube by default. If you don't want the cube you can just delete it and select "File -> Save User Settings"
If you have already customized Blender and want to restore the default starting layout you can use "File -> Load Factory Settings".
With "File -> New" you can restore your customized default setting configured with "File -> Save User Settings".
The first part of the video tutorial of www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/ shows how to create a custom starting screen layout in Blender.
Importing more then one m3 model at once doesn't work properly with the materials. Thus you should always remove the previously loaded model with "File -> New" before loading a new model.
@println: Go Ok thanks. I got some problems with the exported Medivac. The smoke on the ground never goes away and the engine fire from both engines are applied at the left engine position. Is it possible to be fixed? What should I do?
@SoulFilcher: Go
I just added support for importing and exporting particle system copies. Particle system copies can be used to have the same particle system emit particles at different places. The previous lack of particle system copies was the cause why the left engine didn't show the particles properly.
The smoke propably does not vanish because the addon doesn't import and export the uv coordiantes animation yet. I plan to add that soon.
@println: Go Ohh, thanks, that's great news. You're doing an amazing job with this addon. Then I guess I'm going to wait so I can release a final version of my model.
EDIT: With this new version the engine fires doesn't show at all.