I am not sure how to interpret your post, what doesn't work?
a.) You can't download tortoise git
b.) You can't download the required git library which you get asked to be installed when you try to clone a repository
c.) You can't clone (= download) the repository with the url "git://github.com/flo/m3addon.git"
d.) You have cloned the repository, but you can't use the "pull" command to update your current state.
e.) something else
I could imagine that you tried the http address of the addon instead of the git url from above. The download shouldn't take longer then 1 minute. More like 10 seconds with a fast internet connection.
c) There's just no download. No progress, turtle just keeps hoppin. Endlessly. Figure that shouldn't happen. I dont know maybe i need to check smt in the clone window. Just doesnt work. I guess, icant establish a connection to the site, file, repository, whatever.
Say b) never happened. I was never prompted to download a library.
You could try it without the option "Load Putty Key" (in the dialog where you specified the url), but I don't think it is that. Maybe you have a router that blocks certain types of traffic? To work around you could try "https://github.com/flo/m3addon.git" as url in the clone dialog.
Well, it all looked feasible on paper, but ultimately i still cant get passed step one, namely - exporting. And we're talking "clean export", before any changes are made to mesh,materials, animations, particles. Just "In and Out" Its probably, that the library is incomplete?
Regardless,.. some multi-meshes do indeed work. Still, like the Extractor.m3(single-mesh) before the update, both the Hatchery.m3 and Pylon.m3 just don't work once imported into sc2. The former two disappear, while the later, causes the application to crash, witch still has me scratching my head.
How in Heaven's name does a model, even a broken one, crash an entire application. Heck, you could remove every single MPQ from the game files. And the game still runs, albeit with no assets, just placeholders. Maybe its memory related. Certain applications are capped and need to be allow to use more the 2 GB.
Well zealot works, textures borken, but it works. Lets see, what else. . . . . . . . . . . .
What do you want to archive? Do you want to make a new model from scratch or modify an existing model?
If you want to modify just some aspects of an existing model you could use the m3ToXml.py script that comes wtih the m3addon to convert
the m3 file to an xml file. Then you can edit that xml file with a text editor and convert it back to m3 with the script xmlToM3.py.
You can't run the scripts from Blender, but you need to install python (3.2) and call them via command line.
The advantage of the scripts is that they preserve all data. When you import and export a model via Blender all data that can't be imported or exported yet gets lost. M3 files can for example contain ribbons(e.g. zealot hair), which currently no public importer can import. With the m3<->xml scripts you can preserve this data.
Currently the relation between mesh and material doesn't get imported or expored. Expored meshes get all the first material assigned. I plan to fix this soon. Hopefully next weekend.
I seem to be having problems with the m3a's working. I've tried putting it in the required animations field with the models and i tried importing them in the previwer and that did not work either. I have absolutely no idea what im doing wrong and am out of geusses. Any help would be fantastic.
Ok yup i got it to work thanks a lot. I just wasnt using the .m3a file type. I havent tried the .m3a name thing but im pretty sure i typed .m3a though i didnt save my file in "/tmp/ExportedModel.m3a i saved in on the desktop but i thought i had .m3a but maybe it switched it back.
I really need some advice. Its been a ridiculously useful addon and has come to load almost all game models with corresponding meshes, animations and materials. Yet every time i try and tackle a new set of meshes, i run into some new weird hitch.
Should i just try and switch to 3DS Max and its corresponding plug-in? I mean i hate to give up Blender. It feels like way more intuitive a tool. But...
Here i am today, trying to modify ArtanisPortrait.m3. And it imports - no error. And it exports- no error. And i reimport same export - meshes changes - still there. But i import it into the game - the meshes disappear? Now im thinking- Were materials not exported - Nope. So you have this mesh that just doesn't show? How?
IDK. Is Max more stable? Better at dealing with those M3 models?
With the current version of the addon the import fails properly because of the missing support for volume materials.
Additionally the cameras defined in the model can't be imported or exported either.
Thanks to Leruster the 3ds max plugin has now support for cameras and an partial support for volume materails. So it *might* work with the 3ds max plugin.
Alternativly you can wait till I add support for volume materials and Cameras to the Blender addon. Or you can add it yourself with my aid. It's not that difficult.
When you just want to modify an existing model however, you also have the option to use the scripts that come with my m3addon. With m3ToXml.py you can convert a model into an xml file and with the script xmlToM3.py you can convert the modified xml (text file) back into a model without loosing any (relevant) information! I know even some 3ds max users who use just those python scripts because they work with almost every model. And if a model does not work with the scripts you can get it working by just modifing the structure.xml file as it gets explained in the readme.
With the current version of the addon the import fails properly because of the missing support for volume materials. Additionally the cameras defined in the model can't be imported or exported either.
Thanks to Leruster the 3ds max plugin has now support for cameras and an partial support for volume materails. So it *might* work with the 3ds max plugin.
Alternativly you can wait till I add support for volume materials and Cameras to the Blender addon. Or you can add it yourself with my aid. It's not that difficult.
When you just want to modify an existing model however, you also have the option to use the scripts that come with my m3addon. With m3ToXml.py you can convert a model into an xml file and with the script xmlToM3.py you can convert the modified xml (text file) back into a model without loosing any (relevant) information! I know even some 3ds max users who use just those python scripts because they work with almost every model. And if a model does not work with the scripts you can get it working by just modifing the structure.xml file as it gets explained in the readme.
I could be wrong but you cant really modify a model's mesh with an xml, No? So that kinda defeats the point?
What im usually trying to achieve is modify, or replace the mesh.(In the case of Artanis remove the head gear. And i did, and it looks great, just transitions wrong into SC2.)
OR replace the model's mesh with another, but keep the animation and the skeleton functioning. BTW, do you happen to know of any tutorials for the latter with 2.63 ver? Cant find the replace object function on newer versions.
Exchaning the mesh is possible but too much work when doing it with XML since models exported with blender may have a different bone order.
I created a branch "untested" with experimental volume material support!
Since my graphic card isn't good enough I can't check if the volume materials are actually working. Could you test that for me? Please also try to animate the volume density and let me know if the animation of it gets exported properly.
To animate the volume density select a time in the timeline and hover the field and press "i" . You can also right click the field to set a key frame instead of pressing i.
Exchaning the mesh is possible but too much work when doing it with XML since models exported with blender may have a different bone order.
I created a branch "untested" with experimental volume material support!
Since my graphic card isn't good enough I can't check if the volume materials are actually working. Could you test that for me? Please also try to animate the volume density and let me know if the animation of it gets exported properly.
To animate the volume density select a time in the timeline and hover the field and press "i" . You can also right click the field to set a key frame instead of pressing i.
OK updated the addon, but im lost. Whats the branch's name? I can see you have an update -make possible to create volume materials within Blender.
Does it need resetting master branch to it, like the last time u added untested materials? If not it now gives me this error, when trying to import - "Model contains unsupported material type 5". BTW that model did not red-flag before.
I guess it does now, because its trying to recognize those material, but obviously it cant. Suppose atleast this way it tells you, which materials/models it will import properly.
I could be wrong but you cant really modify a model's mesh with an xml, No? So that kinda defeats the point?
Well it's not. There are dependencies like skinning and bone structures (which modify the mesh) so what you're asking for is something more then just decomposing and composing the file back.
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.
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@SimplyCool988: Go
I am not sure how to interpret your post, what doesn't work? a.) You can't download tortoise git b.) You can't download the required git library which you get asked to be installed when you try to clone a repository c.) You can't clone (= download) the repository with the url "git://github.com/flo/m3addon.git" d.) You have cloned the repository, but you can't use the "pull" command to update your current state. e.) something else
I could imagine that you tried the http address of the addon instead of the git url from above. The download shouldn't take longer then 1 minute. More like 10 seconds with a fast internet connection.
c) There's just no download. No progress, turtle just keeps hoppin. Endlessly. Figure that shouldn't happen. I dont know maybe i need to check smt in the clone window. Just doesnt work. I guess, icant establish a connection to the site, file, repository, whatever.
Say b) never happened. I was never prompted to download a library.
@SimplyCool988: Go
You could try it without the option "Load Putty Key" (in the dialog where you specified the url), but I don't think it is that. Maybe you have a router that blocks certain types of traffic? To work around you could try "https://github.com/flo/m3addon.git" as url in the clone dialog.
Tadaaaaa. Praise the Lord. IT WORKS.! Exported the Zealot! Nice and Clean. No Caffeine! Thanks alot for your help.!
@SimplyCool988: Go
So what did you do to make it work?
Changed the git url and Privileges/Account to avoid couple of Errors. From then on it was as described.
Well, it all looked feasible on paper, but ultimately i still cant get passed step one, namely - exporting. And we're talking "clean export", before any changes are made to mesh,materials, animations, particles. Just "In and Out" Its probably, that the library is incomplete?
Regardless,.. some multi-meshes do indeed work. Still, like the Extractor.m3(single-mesh) before the update, both the Hatchery.m3 and Pylon.m3 just don't work once imported into sc2. The former two disappear, while the later, causes the application to crash, witch still has me scratching my head.
How in Heaven's name does a model, even a broken one, crash an entire application. Heck, you could remove every single MPQ from the game files. And the game still runs, albeit with no assets, just placeholders. Maybe its memory related. Certain applications are capped and need to be allow to use more the 2 GB.
Well zealot works, textures borken, but it works. Lets see, what else. . . . . . . . . . . .
@SimplyCool988: Go
What do you want to archive? Do you want to make a new model from scratch or modify an existing model?
If you want to modify just some aspects of an existing model you could use the m3ToXml.py script that comes wtih the m3addon to convert the m3 file to an xml file. Then you can edit that xml file with a text editor and convert it back to m3 with the script xmlToM3.py. You can't run the scripts from Blender, but you need to install python (3.2) and call them via command line.
The advantage of the scripts is that they preserve all data. When you import and export a model via Blender all data that can't be imported or exported yet gets lost. M3 files can for example contain ribbons(e.g. zealot hair), which currently no public importer can import. With the m3<->xml scripts you can preserve this data.
Currently the relation between mesh and material doesn't get imported or expored. Expored meshes get all the first material assigned. I plan to fix this soon. Hopefully next weekend.
I seem to be having problems with the m3a's working. I've tried putting it in the required animations field with the models and i tried importing them in the previwer and that did not work either. I have absolutely no idea what im doing wrong and am out of geusses. Any help would be fantastic.
@JacktheArcher: Go
I can think of three problems why it didn't work in the previewer:
Ok i think im importing them wrong. what steps should i use to correctly import them?
On a side not I couldn't save my animations as a .m3a just .m3 i did the same thing you did in the videos so im not sure there.
@JacktheArcher: Go
I added screenshots to the tutorial which explain the import in the previewer.
In the tutorial I specifiy "/tmp/ExportedModel.m3a" as path for the exported file. As you can see it's an "m3a" file. Maybe you forgot to add an "a"?
Ok yup i got it to work thanks a lot. I just wasnt using the .m3a file type. I havent tried the .m3a name thing but im pretty sure i typed .m3a though i didnt save my file in "/tmp/ExportedModel.m3a i saved in on the desktop but i thought i had .m3a but maybe it switched it back.
I really need some advice. Its been a ridiculously useful addon and has come to load almost all game models with corresponding meshes, animations and materials. Yet every time i try and tackle a new set of meshes, i run into some new weird hitch.
Should i just try and switch to 3DS Max and its corresponding plug-in? I mean i hate to give up Blender. It feels like way more intuitive a tool. But...
Here i am today, trying to modify ArtanisPortrait.m3. And it imports - no error. And it exports- no error. And i reimport same export - meshes changes - still there. But i import it into the game - the meshes disappear? Now im thinking- Were materials not exported - Nope. So you have this mesh that just doesn't show? How?
IDK. Is Max more stable? Better at dealing with those M3 models?
@SimplyCool988: Go
With the current version of the addon the import fails properly because of the missing support for volume materials. Additionally the cameras defined in the model can't be imported or exported either.
Thanks to Leruster the 3ds max plugin has now support for cameras and an partial support for volume materails. So it *might* work with the 3ds max plugin.
Alternativly you can wait till I add support for volume materials and Cameras to the Blender addon. Or you can add it yourself with my aid. It's not that difficult.
When you just want to modify an existing model however, you also have the option to use the scripts that come with my m3addon. With m3ToXml.py you can convert a model into an xml file and with the script xmlToM3.py you can convert the modified xml (text file) back into a model without loosing any (relevant) information! I know even some 3ds max users who use just those python scripts because they work with almost every model. And if a model does not work with the scripts you can get it working by just modifing the structure.xml file as it gets explained in the readme.
I could be wrong but you cant really modify a model's mesh with an xml, No? So that kinda defeats the point?
What im usually trying to achieve is modify, or replace the mesh.(In the case of Artanis remove the head gear. And i did, and it looks great, just transitions wrong into SC2.)
OR replace the model's mesh with another, but keep the animation and the skeleton functioning. BTW, do you happen to know of any tutorials for the latter with 2.63 ver? Cant find the replace object function on newer versions.
@SimplyCool988: Go
Exchaning the mesh is possible but too much work when doing it with XML since models exported with blender may have a different bone order.
I created a branch "untested" with experimental volume material support!
Since my graphic card isn't good enough I can't check if the volume materials are actually working. Could you test that for me? Please also try to animate the volume density and let me know if the animation of it gets exported properly.
To animate the volume density select a time in the timeline and hover the field and press "i" . You can also right click the field to set a key frame instead of pressing i.
OK updated the addon, but im lost. Whats the branch's name? I can see you have an update -make possible to create volume materials within Blender.
Does it need resetting master branch to it, like the last time u added untested materials? If not it now gives me this error, when trying to import - "Model contains unsupported material type 5". BTW that model did not red-flag before.
I guess it does now, because its trying to recognize those material, but obviously it cant. Suppose atleast this way it tells you, which materials/models it will import properly.
Well it's not. There are dependencies like skinning and bone structures (which modify the mesh) so what you're asking for is something more then just decomposing and composing the file back.
@SimplyCool988: Go
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.