Is the reexported model also wrongly deformed? If yes then a unvisualized scale setting is the cause. This unvisualized scale setting can be found in the bone properties tab when you have selected a bone.
In the "bone properties tab". It's only visible when you have selected a bone. The value is called "unapplied scale" and can be found at the bottom of the attached screenshot. I don't know yet how exactly this scale deforms the mesh. That's the main reason why I the addon doesn't appy it yet. If you can describe me how to apply this scale setting manually I think I should be able to have it automatically apply it on importing.
@chaos2night: Go The game models that use team colors use the 'alpha as team colors' for the diffuse texture layer (in material layers). But it also requires a custom texture if yours doesn't have an alpha channel.
Thx for that now I'll just finish my mesh and I'll try it out, didn't really see that check box :P
And is that the only way you can change the color of the model or is there some other way cuz
I'm working on some weapons that I would change the color on depending on the Weapon lvl and some
other stats like attachments and so. Else I'll have to use team color.
EDIT Never mind on this color thing I'm not really finished yet so I'll just wait till I'm done and see what I'll do
For those who don't have clicked "watch" at the m3addon page: It's now possible to create m3 forces with Blender that influence m3 particle systems.
For example you can make the particles rotate around a unit, or make a point attract particles. Particle systems and forces have "channels". If a particle system and a force share a channel then the force influences the particle system.
Well as I said in my last post (EDIT) I really haven't thought how I would do it but when you say Actor event
That is probably how i would do it. THX very much!
Another question to (someone who knows) is there a way to use multiple textures on my model without ripping it apart to different meshes
Just want to know f it is possible cause I'm soon done with my weapon and just want to know the options I have here with multiply textures
Just an answer if it is possible or not would be appreciated
What's the problem with having one m3 file that contains multiple meshes? You can separate a mesh anytime in Blender with hotkey 'P' in Edit Mode.
While one mesh can have exactly one material it's still possible to assign a mesh a composite material. This way you can have a model which has multiple textures layed over each other. I would guess however, that using too complex composite materials is bad for performance. Blizzard uses composite materials mainly for the high resolution models of the campaign cutscenes. So my recommendation is to have one model m3 file that contains multiple meshes.
Hi again I was able to solve a problem with blender not with your plugin though
As some may know I'm working on my own plugin and suddenly when I was going to export my Weapon model blender just crashed.
I was able to find the source of the crash but for me it made no sense at all cause all it did was to change one integer with some specified values that had worked on several meshes before (sometimes it is a mesh with 3 meshes and sometimes it can go up to 6 meshes without crashing)
Anyway I triad allot and just could not find the reason WHY ON EARTH it would crash right here.
I was stupid to remove my entire script from my computer... and about 5 min ago I thought about maybe it is blender that causes this. I run x64 blender
and on my laptop I also run x64 but I had my old script left on it so I decided to download x86 blender and try it out... and it worked now 100% I'm sure
Just happy to share this if It may occur for you guys try the other blender version
EDIT: Also merging the meshes to one will make the script work