Sure it can. I've been importing and editing characters for a while. You just can't do it through WMV. Cross-reference the geosets with the model viewer in WMV when you import the m2 using NiN's importer and you're set.
Well, what I tried to do was first bring down the total frame count to about where the last animation data ends (around 200k). Then I timescaled it all the way down to around 2k-3k frames. It works in theory but it's still a big mess to go through with all of the weird transitions.
I didn't see a sequence menu but I'll have a second look. :)
It's taken this long for someone to finally update the mdx importer. Brings a tear to my eye. If I was still modding wc3 I would have baked you a cookie or something in return. Instead, I'll just thank you profusely - this will allow me to bring some of my wc3 format WoW models into max until I get the m2 importer. :)
/edit
Okay, I'm not exactly adept with 3ds max (re: I'm terrible and don't know anything), so hopefully you can give me some guidence here.
I have here a Protodrake from the Lick Ling beta someone converted over to m2. I'm trying to get him into 3ds max. Well, this importer does exactly that. It imports it into 3ds max. However, I end up with around 8 hundred thousand frames, many of which contain no data at all. Additionally, I am aware that wc3 has some kind of animation blending for transitions, and this seems to have made it into the scene as well.
I'd like to split apart the animations but I have no sensible idea how to go about that with so many frames. I want to reduce each animation down to around 60-100 frames a piece. Time scaling doesn't seem to alleviate the weird transitions and it's kind of hard to tell where animations start or stop.
Sure it can. I've been importing and editing characters for a while. You just can't do it through WMV. Cross-reference the geosets with the model viewer in WMV when you import the m2 using NiN's importer and you're set.
@NiNtoxicated01: Go
You're my hero~
All the pieces are falling together really nicely. You're doing a great job. :D
@NiNtoxicated01: Go
PM'd you with a mdx that gives me the mesh error when I try to import.
@Bouda456: Go
I sometimes get that mesh error as well. No idea what causes it.
Well, what I tried to do was first bring down the total frame count to about where the last animation data ends (around 200k). Then I timescaled it all the way down to around 2k-3k frames. It works in theory but it's still a big mess to go through with all of the weird transitions.
I didn't see a sequence menu but I'll have a second look. :)
/edit
There we go, figured it out! Yay! :D
It's taken this long for someone to finally update the mdx importer. Brings a tear to my eye. If I was still modding wc3 I would have baked you a cookie or something in return. Instead, I'll just thank you profusely - this will allow me to bring some of my wc3 format WoW models into max until I get the m2 importer. :)
/edit
Okay, I'm not exactly adept with 3ds max (re: I'm terrible and don't know anything), so hopefully you can give me some guidence here.
I have here a Protodrake from the Lick Ling beta someone converted over to m2. I'm trying to get him into 3ds max. Well, this importer does exactly that. It imports it into 3ds max. However, I end up with around 8 hundred thousand frames, many of which contain no data at all. Additionally, I am aware that wc3 has some kind of animation blending for transitions, and this seems to have made it into the scene as well.
I'd like to split apart the animations but I have no sensible idea how to go about that with so many frames. I want to reduce each animation down to around 60-100 frames a piece. Time scaling doesn't seem to alleviate the weird transitions and it's kind of hard to tell where animations start or stop.