I've updated the MDX script. I stopped it crashing on some models and improved the way it does animations in max so you no longer get weird interpolations between animations. This fixes the Archer models animations for instance. Also, I added some very basic conversion code for converting attachments and sequence names into the M3 format.
The update can be found bundled with the other M3 scripts here.
The newest version supports multiple meshes/skins. The updated importer infact imports Starcraft II models as multiple meshes with skins now. Check it out here.
If you can send me any max scene files via PM that cause errors with the export script it would make debugging the problem much easier. Otherwise indicate .mdx models that are causing you grief so I can try them and figure out the problem.
More details would be great. What model is causing the problem?
Basically, if you send me your problem max scene file if you're comfortable with that I can debug the problem and include a fix in the next update. Either that or indicate the MDX so I can look into it. I'll have a look at the archer model and see if I can figure out what's up there.
Import with the M3 option and use the M3 Sequences menu to navigate the animations (it copies the MDX sequence information into the M3 Animation UI). I've noticed the odd interpolations too, I have a solution for that. They need base poses either side of each animation to prevent crazy interpolations in 3ds Max. If I update the script in the future I'll add that in. Hrm, what you're talking about is a FPS issue. Currently the MDX's import at 1000 FPS. I can add a quick update sometime to the script that allows you to change the FPS on import. Otherwise I know of no method to alter animation keyframes based on a new FPS, but if anyone does I'd like to know about it.
I've updated the MDX Import/Export script for 3ds Max originally created by Philip Laing in 2002. Just as I thought, it works really well with the M3 exporter update. I corrected a few serious errors in the script so it should work on all versions of 3ds Max now. Animations now work properly too thanks to borrowed code from the M3 Importer. You can grab the updated script here.
If you leave the Import as M3 option ticked, it'll automatically scale the model down (to 1/100 if you're curious, Warcraft III models are roughly 100 times larger in size than SC2 models), add attachment objects and update with M3 sequence information aslong as you have the right version of sc2objects.ms already loaded. You'll find you still have to tweak the model a little, such as removing unneccesary meshes/bones/lights. Additionally, you'll have to apply materials to the model manually. The script doesn't actually grab the material data properly and even if it did, Warcraft III models use .blp textures and have a slightly different material setup to M3's. So the script leaves the material settings up to you.
I've only updated the importer side of the script, the exporter side may not work at all I have no idea. The main purpose of the script is to convert MDX to M3's with 3ds Max acting as an intermediate. I suppose it could be useful for Warcraft III modders too but I imagine they will use Magos' awesome editor or some other means of importing/exporting MDX's.
A major thanks to Philip Laing for providing the original open source code for the importer/exporter for me to work with. Without it, this would have been alot of trouble to create myself and I don't know if I'd have done it. I want to thank BlinkBoy (known as BlinkHawk around mapster) from the hive workshop also, as his advice on MDX animation was helpful for getting the rotation animations correct.
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I've updated the MDX script. I stopped it crashing on some models and improved the way it does animations in max so you no longer get weird interpolations between animations. This fixes the Archer models animations for instance. Also, I added some very basic conversion code for converting attachments and sequence names into the M3 format.
The update can be found bundled with the other M3 scripts here.
@Cyb3rD3lux3: Go
The newest version supports multiple meshes/skins. The updated importer infact imports Starcraft II models as multiple meshes with skins now. Check it out here.
@Bouda456: Go & @IskatuMesk: Go
If you can send me any max scene files via PM that cause errors with the export script it would make debugging the problem much easier. Otherwise indicate .mdx models that are causing you grief so I can try them and figure out the problem.
@Metatr0n: Go
More details would be great. What model is causing the problem?
Basically, if you send me your problem max scene file if you're comfortable with that I can debug the problem and include a fix in the next update. Either that or indicate the MDX so I can look into it. I'll have a look at the archer model and see if I can figure out what's up there.
@IskatuMesk: Go
Import with the M3 option and use the M3 Sequences menu to navigate the animations (it copies the MDX sequence information into the M3 Animation UI). I've noticed the odd interpolations too, I have a solution for that. They need base poses either side of each animation to prevent crazy interpolations in 3ds Max. If I update the script in the future I'll add that in. Hrm, what you're talking about is a FPS issue. Currently the MDX's import at 1000 FPS. I can add a quick update sometime to the script that allows you to change the FPS on import. Otherwise I know of no method to alter animation keyframes based on a new FPS, but if anyone does I'd like to know about it.
I've updated the MDX Import/Export script for 3ds Max originally created by Philip Laing in 2002. Just as I thought, it works really well with the M3 exporter update. I corrected a few serious errors in the script so it should work on all versions of 3ds Max now. Animations now work properly too thanks to borrowed code from the M3 Importer. You can grab the updated script here.
If you leave the Import as M3 option ticked, it'll automatically scale the model down (to 1/100 if you're curious, Warcraft III models are roughly 100 times larger in size than SC2 models), add attachment objects and update with M3 sequence information aslong as you have the right version of sc2objects.ms already loaded. You'll find you still have to tweak the model a little, such as removing unneccesary meshes/bones/lights. Additionally, you'll have to apply materials to the model manually. The script doesn't actually grab the material data properly and even if it did, Warcraft III models use .blp textures and have a slightly different material setup to M3's. So the script leaves the material settings up to you.
I've only updated the importer side of the script, the exporter side may not work at all I have no idea. The main purpose of the script is to convert MDX to M3's with 3ds Max acting as an intermediate. I suppose it could be useful for Warcraft III modders too but I imagine they will use Magos' awesome editor or some other means of importing/exporting MDX's.
A major thanks to Philip Laing for providing the original open source code for the importer/exporter for me to work with. Without it, this would have been alot of trouble to create myself and I don't know if I'd have done it. I want to thank BlinkBoy (known as BlinkHawk around mapster) from the hive workshop also, as his advice on MDX animation was helpful for getting the rotation animations correct.