The branch you want to check out is called "untested". Currently the head of untested is "Make it possible to create volume materials within Blender ". When you haven't changed anything yourself you can simply reset your master branch to "untested". If you made changes to the addon and reset your branch all your changes will be lost.
Is this suppose to show after "show log"? I cant find either the name or the head of the branch. It just isn't there. Perhaps its not cloning the latest version. IDK.
Edit: OK so i see the "untested" branch on "https://github.com/flo/m3addon/branches", that's not merged to master. But it seems it didnt pull it, when i cloned the latest version.... Do i have to download it separately, or something?
Edit II:Ok Yeah. It seems, i had to specify and pull it separately.
Edit: III YEY. It works. Animations too. Man, your infallible. 30 gun solute.! ! ! ! ! ! ! !
(Funny how it doesn't import the mesh. 100 % accurate. But hey, that's fixable...
There is a special check box in "Show log" for showing all branches. If you check it you should be able to see all branches and not just the current one once you have fetched the latest changes.
I added basic camera support too (on branch "untested"). There is still a strange eye glow bug and I still don't know if the volume materials are working.
Edit: Is it possible to animate the density of the volume material?
There is a special check box in "Show log" for showing all branches. If you check it you should be able to see all branches and not just the current one once you have fetched the latest changes.
I added basic camera support too (on branch "untested"). There is still a strange eye glow bug and I still don't know if the volume materials are working.
Edit: Is it possible to animate the density of the volume material?
Can you elaborate on a few things.
1) Camera Support: WORKS! But is there any way, you can manually shift FOW and whatnot, like the default blender camera. If not can you clarify some of these settings. a) FarClip b) NearClip (think i get those two, but just to be safe) c) Clip 2 ? d) Focal Depth e) Fall off start f) Fall of End....
On the same topic, what mesh , if any, serves the role of the camera in 3d View.
2) The Addon seems to change the UI a bit. Now materials are both defined from the Scene and Materiel Tabs of the Properties Menu. So to generate/add new( and animate later) Volume Material, i would use witch tab.
3)The Models SM_FirstOfficer.m3, HornerPortrait.m3 and SM_PressRoomProps.m3 all give me the same error, when importing. (not covered in the Readme)
AttributeError: 'CMS_V0' has no attribute 'name'
This part might vary... " value = getattr(self.m30object, fieldname) "
Is there some fix i can apply by myself to addon(struktures.xml), or can you maybe amend the script, like you did for the SM_MarineMesh, some time back.
1.)
I don't know what the different camera fields do. Leruster was so kind to define the camera structures in the structure.xml file. I just improved the Blender addon to make use of those structures (e.g. import, export, UI panels).
Like with attachment points and particle systems the m3 cameras position, and rotation gets represented by a bone. I improved the addon so that it automatically selects or creates the bone when you select or create the corresponding m3 camera object.
What do you mean with "manually shift FOW"?
2.) Currently you need to create materials in the scene tab. The new possible material selection (of the created m3 materials) can be done in the material tab which only shows up when you have a mesh selected. I am thinking of adding a "A" button for assigning a material to the right of the m3 material list.
About wrongly scaled objects: I updated the addon so that it import and export the rest position scale as a value that can be edited via the bone properties panel. It does not get applied in Blender yet, but gets used for export. e.g. the eye glow effect of the Artanis portrait should have the proper scale now when viewed in the previewer.
I don't know yet how that scaling value works exactly and what it's visual effect should be. Scaling for examply simply the corresponding pose bone didn't work since it scales with the wrong scaling center. It's propably a lot of try and error work to figure out how exaclty that scale value influences the model. Expecially since bones also can have parent bones with their own scale values.
Since this feature is only relevant for people who are importing models it does not have that a high priority for me. It's propably just a lot of work for little gain. If you want the feature badly you could help me figuring out how exaclty those "unapplied scale" values (found in the properties panel) influence the model. For example a manual instruction list of how to adjust a model to make it look visually correct in Blender based on the "unapplied scale" values would be a great help.
About using multiple addons: Yes it's possible to use multiple Blender addons simoultaneously.
About lights: Yes, light support is planed, but I will need testers for it since my graphic card can't display them...
Hey, I tried creating an M3a with the battlecruisers animations, but when I try to use anything with it it crashes the editor, what I'm doing wrong? All I did was remove meshes, materials, particles and attachments and then exported it.
EDIT: If I add it to the optional animations field it doesn't crash, nut the animations wont showp up. If I try to add it to the required animations field the editor crashes.
If it crashes if you rename the original m3 to m3a and import it
If it crashes if you export everything as an m3a (including materials, mesh etc.)
If it still crashes when you ensure that it does not contain any animations that already exist in the original. e.g. by deleting all animations except one which you rename to a new name.
@println: Go Ok, I'm using it with a model that doesn't have animations so 3 is out. I renamed the original m3 to m3a before importing it to the editor, so that may be the problem. I'll try to export it again as m3a and see if it solves the problem.
@println: Go Nevermind, I was trying to animate models made from the BattlecruiserDeathB and BattlecruiserDeathC with the Battlecruiser animations, but GhostNova already made animated versions. Now that I think about it it was probably due to the fact these models don't have the same bones as the battlecruiser model.
I got this weird bug when importing Billboard_01.m3 back to the game, the only thing I did was to change a diffuse texture for one of the materials. The thing is I had already done it for Billboard_00.m3 and got it working perfectly. And if I turn it around to check the other side it's even worse! How's that even possible? (the image shows both sides of the same model)
It seems like the normals get flipped. As a workaround you can do the following:
1. Import the model
2. Select the flat area of the sign.
4. Switch to edit mode
5. press space and search for "flip normals".
6. Switch to object mode, otherwise your changes won't get exported
7. Export
Hi, this is a model editor from China. Thanks for your m3addon Scripts, it's really great and powerful.
I am working on a project which try to make a library contain numbers of model and animation so that other map editors can choose what they need.
Since the Blizzard still doesn't release the Art Tools, I choosed to save the motions in .bip or .xaf files, but that's not a good idea, because other people still need to charge the motions to the models and translate them to FBX before they get .m3 files. That's what happened before I know this WONDERFUL Tool.
Yesterday I downloaded this tool and tried. It worked very well on the models which were exported from the SC2, but once I tried to use it on the .m3 files which I made myself in 3dsmax, the blender warned several errors. So I wonder to know is there any solutions to create .m3a files for the custom models which made in 3dsmax and already have some animations?
Thanks for your attention. Now everything works well just likes the marine ! That's help me a lot, thank you.
As a test I use a new model which I created yesterday with a very complex bone system and it worked. Maybe I still need some more tests to verify it, but till now I don't see any problems. I'll upload my report in several days.
Hi, it seems that I'm facing a new problem when I try to create a new .m3a file.
Days ago, when I saw your reply, I followed your thread and imported a .m3 into the blender, then I deleted all the geometries and attachments. I exported the .m3a with only one animation in it and tested in the GE. In this way everything worked well.
Since I know more about 3dsmax, so I tried another method but it did not work. First I exported a m3 of my character with 3dsmax. Then I builded a new animation in the same 3dsmax file and exported it to m3 file B(I did not delete or add anything except the motions). At last I imported the file B into the Blender and exported the m3a file. But this time when I tried to add the m3a to my character, it didn't work.
I'm very confuse about what happened. If I can not add new animations to my model, the m3a file will not help me much on my project. So I am looking for the solutions.
The attachments are the models which I test this time, A file is a character with origin animations which exported in 3dsmax. B file is the same character with a new animation which I made and exported in 3dsmax. And C file is the m3a I get in Blender contains the motion of B file. but A.m3 can not read C.m3a......
My tutorial lacks a description of how the m3 animations actually work. So let me explain it now:
All animatable attributes of objects in a m3 file, have an unique animation ids. This includes bones which are most commonly animated, but you can for example also animate certain particle system parameters or material properties.
An animation in an m3 file is more or less a collection of key frames for certain animation ids. The m3a files have the exact same structure like m3 files. The only difference is, that they usually do not contain the actual mesh and other static data(-> smaller files). The animations provided in a m3 file have only an affect on a model, if the animation ids matches.
When you import a m3 file in Blender then the addon will remember the original animation ids used for the different types of attributes and will reuse them at export. Thus when you reexport a m3 model as a m3a file, then the m3a file should work with that m3 model. So C should work for B. For A it would only work if the 3dsmax plugin reexports the same animation ids as well(which seems not to be the case).
So my suggestion for you is, to just create a m3 file with multiple animations (in the same file). Either with 3dsmax or Blender.
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Is this suppose to show after "show log"? I cant find either the name or the head of the branch. It just isn't there. Perhaps its not cloning the latest version. IDK.
Edit: OK so i see the "untested" branch on "https://github.com/flo/m3addon/branches", that's not merged to master. But it seems it didnt pull it, when i cloned the latest version.... Do i have to download it separately, or something?
Edit II:Ok Yeah. It seems, i had to specify and pull it separately.
Edit: III YEY. It works. Animations too. Man, your infallible. 30 gun solute.! ! ! ! ! ! ! !
(Funny how it doesn't import the mesh. 100 % accurate. But hey, that's fixable...
@SimplyCool988: Go
There is a special check box in "Show log" for showing all branches. If you check it you should be able to see all branches and not just the current one once you have fetched the latest changes.
I added basic camera support too (on branch "untested"). There is still a strange eye glow bug and I still don't know if the volume materials are working.
Edit: Is it possible to animate the density of the volume material?
Can you elaborate on a few things.
1) Camera Support: WORKS! But is there any way, you can manually shift FOW and whatnot, like the default blender camera. If not can you clarify some of these settings. a) FarClip b) NearClip (think i get those two, but just to be safe) c) Clip 2 ? d) Focal Depth e) Fall off start f) Fall of End....
On the same topic, what mesh , if any, serves the role of the camera in 3d View.
2) The Addon seems to change the UI a bit. Now materials are both defined from the Scene and Materiel Tabs of the Properties Menu. So to generate/add new( and animate later) Volume Material, i would use witch tab.
3)The Models SM_FirstOfficer.m3, HornerPortrait.m3 and SM_PressRoomProps.m3 all give me the same error, when importing. (not covered in the Readme)
AttributeError: 'CMS_V0' has no attribute 'name'
This part might vary... " value = getattr(self.m30object, fieldname) "
Is there some fix i can apply by myself to addon(struktures.xml), or can you maybe amend the script, like you did for the SM_MarineMesh, some time back.
@SimplyCool988: Go
1.) I don't know what the different camera fields do. Leruster was so kind to define the camera structures in the structure.xml file. I just improved the Blender addon to make use of those structures (e.g. import, export, UI panels).
Like with attachment points and particle systems the m3 cameras position, and rotation gets represented by a bone. I improved the addon so that it automatically selects or creates the bone when you select or create the corresponding m3 camera object.
What do you mean with "manually shift FOW"?
2.) Currently you need to create materials in the scene tab. The new possible material selection (of the created m3 materials) can be done in the material tab which only shows up when you have a mesh selected. I am thinking of adding a "A" button for assigning a material to the right of the m3 material list.
3.) I fixed the bug.
Volume Materials still dont animate, after export. You might wanna check that out.
Edit: My Mistake, was using old version of addon.
Any plans to integrate Leruster's Lighting plugin.
These models dont export properly. Specifically animations dont work. - MarinePortrait.m3, ColossusPortrait.m3.
ImmortalPortrait.m3 crashes.
PS: The Bones on Couple of Portraits dont import right. See top page pictures. Why could that be?
PSS: Does the Addon Allow the use of other addons along with it?
@SimplyCool988: Go
Hmmm, strange. I tested it out for println and it was working :/
@SimplyCool988: Go
About wrongly scaled objects: I updated the addon so that it import and export the rest position scale as a value that can be edited via the bone properties panel. It does not get applied in Blender yet, but gets used for export. e.g. the eye glow effect of the Artanis portrait should have the proper scale now when viewed in the previewer.
I don't know yet how that scaling value works exactly and what it's visual effect should be. Scaling for examply simply the corresponding pose bone didn't work since it scales with the wrong scaling center. It's propably a lot of try and error work to figure out how exaclty that scale value influences the model. Expecially since bones also can have parent bones with their own scale values.
Since this feature is only relevant for people who are importing models it does not have that a high priority for me. It's propably just a lot of work for little gain. If you want the feature badly you could help me figuring out how exaclty those "unapplied scale" values (found in the properties panel) influence the model. For example a manual instruction list of how to adjust a model to make it look visually correct in Blender based on the "unapplied scale" values would be a great help.
About using multiple addons: Yes it's possible to use multiple Blender addons simoultaneously.
About lights: Yes, light support is planed, but I will need testers for it since my graphic card can't display them...
Hey, I tried creating an M3a with the battlecruisers animations, but when I try to use anything with it it crashes the editor, what I'm doing wrong? All I did was remove meshes, materials, particles and attachments and then exported it.
EDIT: If I add it to the optional animations field it doesn't crash, nut the animations wont showp up. If I try to add it to the required animations field the editor crashes.
@SoulFilcher: Go
You could try:
@println: Go Ok, I'm using it with a model that doesn't have animations so 3 is out. I renamed the original m3 to m3a before importing it to the editor, so that may be the problem. I'll try to export it again as m3a and see if it solves the problem.
Do I have to delete tight and fuzzy tests?
@SoulFilcher: Go
I tried to remake the marine wave animation with the newest version of the m3addon and it worked. Which model are you trying to animate?
@println: Go Nevermind, I was trying to animate models made from the BattlecruiserDeathB and BattlecruiserDeathC with the Battlecruiser animations, but GhostNova already made animated versions. Now that I think about it it was probably due to the fact these models don't have the same bones as the battlecruiser model.
I got this weird bug when importing Billboard_01.m3 back to the game, the only thing I did was to change a diffuse texture for one of the materials. The thing is I had already done it for Billboard_00.m3 and got it working perfectly. And if I turn it around to check the other side it's even worse! How's that even possible? (the image shows both sides of the same model)
@SoulFilcher: Go
It seems like the normals get flipped. As a workaround you can do the following: 1. Import the model 2. Select the flat area of the sign. 4. Switch to edit mode 5. press space and search for "flip normals". 6. Switch to object mode, otherwise your changes won't get exported 7. Export
@println: Go It fixed that issue, but now the image on the sign (both sides) looks mirrored.
Hi, this is a model editor from China. Thanks for your m3addon Scripts, it's really great and powerful.
I am working on a project which try to make a library contain numbers of model and animation so that other map editors can choose what they need.
Since the Blizzard still doesn't release the Art Tools, I choosed to save the motions in .bip or .xaf files, but that's not a good idea, because other people still need to charge the motions to the models and translate them to FBX before they get .m3 files. That's what happened before I know this WONDERFUL Tool.
Yesterday I downloaded this tool and tried. It worked very well on the models which were exported from the SC2, but once I tried to use it on the .m3 files which I made myself in 3dsmax, the blender warned several errors. So I wonder to know is there any solutions to create .m3a files for the custom models which made in 3dsmax and already have some animations?
Thanks~
@Delphinium1987: Go
The bug should be fixed now. Since I don't have a model of yours, I can't verify it.
@println: Go
Thanks for your attention. Now everything works well just likes the marine ! That's help me a lot, thank you.
As a test I use a new model which I created yesterday with a very complex bone system and it worked. Maybe I still need some more tests to verify it, but till now I don't see any problems. I'll upload my report in several days.
Hi, it seems that I'm facing a new problem when I try to create a new .m3a file.
Days ago, when I saw your reply, I followed your thread and imported a .m3 into the blender, then I deleted all the geometries and attachments. I exported the .m3a with only one animation in it and tested in the GE. In this way everything worked well.
Since I know more about 3dsmax, so I tried another method but it did not work. First I exported a m3 of my character with 3dsmax. Then I builded a new animation in the same 3dsmax file and exported it to m3 file B(I did not delete or add anything except the motions). At last I imported the file B into the Blender and exported the m3a file. But this time when I tried to add the m3a to my character, it didn't work.
I'm very confuse about what happened. If I can not add new animations to my model, the m3a file will not help me much on my project. So I am looking for the solutions. The attachments are the models which I test this time, A file is a character with origin animations which exported in 3dsmax. B file is the same character with a new animation which I made and exported in 3dsmax. And C file is the m3a I get in Blender contains the motion of B file. but A.m3 can not read C.m3a......
@Delphinium1987: Go
My tutorial lacks a description of how the m3 animations actually work. So let me explain it now:
All animatable attributes of objects in a m3 file, have an unique animation ids. This includes bones which are most commonly animated, but you can for example also animate certain particle system parameters or material properties.
An animation in an m3 file is more or less a collection of key frames for certain animation ids. The m3a files have the exact same structure like m3 files. The only difference is, that they usually do not contain the actual mesh and other static data(-> smaller files). The animations provided in a m3 file have only an affect on a model, if the animation ids matches.
When you import a m3 file in Blender then the addon will remember the original animation ids used for the different types of attributes and will reuse them at export. Thus when you reexport a m3 model as a m3a file, then the m3a file should work with that m3 model. So C should work for B. For A it would only work if the 3dsmax plugin reexports the same animation ids as well(which seems not to be the case).
So my suggestion for you is, to just create a m3 file with multiple animations (in the same file). Either with 3dsmax or Blender.