Would it not be possible to just generate an entirely new point in the relative center of the model and then call that center? Can the viewer even guess such a location? Perhaps it could look for a chest or torso bone if they exist or not.
The Actor will be pointing to a model entry in "Models" in the data editor, not directly to an actual model. There's a value there, within an entry in that tab, that you want to change to point to your new m3.
Here's what mine looks like...
So the exact process I went to make a new Zealot that uses the Rockflayer graphic is to duplicate the Zealot with all necessary entries, including his normal and death models, and then go through the entries to that new Zealot Copy and then change his m3 reference to the rockflayer one.
I'm afraid I'm not a programmer so I can't directly help you, or I would. :(
Anyways, for the animation menu for renaming, what I'd envision is to basically take what you've already got, where it's listing the animations you want. Then you can have a second column beside it where you can set the name they'll be renamed to when exported. Sc2, like wc3, only "recognizes" certain animation names. So in the event of exporting with AttackUnarmed, they do not play in sc2.
So the menu as you have it currently lets you check boxes next to the anims to have them exported. The addition could have a second column directly beside that, which lets you set the name that animation will have when it's converted. You'd just type it in.
- AttackUnarmed - Attack
- Hover - Stand
- Fly - Walk
- SpecialUnarmed - Spell
I hope I'm clear enough. I can make a really basic mockup in paint if you want. :)
This is wonderful progress! I still think it would be cool if you could rename the animations you have chosen on the export. Otherwise if I say export a dragon with the flying animations I still have to bring it back into 3ds max to rename all of the animations to "stand", "walk", ect. otherwise sc2 won't recognize them.
Also, would it be possible to have the exporter able to select a Normal and Emissive map as well? As I would like to create and apply those to the models which would again require 3ds max to achieve otherwise. (To clarify, you could simply tick two options in the m3 dialogue, and the exporter will simply assign those textures to the material, so the model will look for, in this instance, RedCrystalDragon3_Emissive or somesuch, with the user can then make outside of WMV and import with everything else.)
Keep up the good work, looking forward to future updates.
I can't seem to get the textures to work in the editor but I'm sure it's something stupid I'm overlooking... (/e Nevermind, got them to work... I think (Nevermind, I somehow managed to not copy the mutalisk even though I copied the mutalisk))
And yes I'm on windows 7 64-bit and it works fine.
This is really promising. A ui like that NiN's importer has that allows manual selection of meshes and animations to use would be great. Perhaps something that lists the existing animations of the m2, and allows you to rename them on a per-animation basis and import those. For example, I'd want to use the FlyingGrab animation and then the typical flying melee animation of the NorthrendDragon for its melee attack, and the FlyingSpit or somesuch for its spell animation. While in other instances you'd want to the surface variants of those.
Another thing. Maybe I'm just stupid, but since it names every texture ChangeableTexture, would not importing multiple m3s converted through this method overwrite old textures?