CommandCenter.m3 doesnt export properly. Takes half an hour and then imports as a broken(missing) model. I.E. Sphere.
Ditto on MarauderKillSquad.m3. Error in both models has something to do with animations. Clearing the Animation list allows for proper import. Strange though, since Marauder.m3 imports without a hitch.
Team Color emissive to layer issue - still not solved. In addition, Oracle Model now exports with a broken textureless sphere. An error that did not exist in the previous version.
Im eventually going to downgrade to a previous addon version, to see if Alpha Channel as Team Color on these particular models was still an issue. Since, its very situational - some export properly, and some support the manual addition.
Also - to check, if the immortal imports properly. Last correct version, i recall, was from last October. And, since i only started modding again 2 weeks ago, i couldn't tell you witch version it was, that introduced the issue. I can say, that its not isolated, as other models sometimes import with improper animation and bone placement.
(Though i no longer need a fix for that, since i managed to fix the skeleton/pose and do, what i needed to, with the model)
Importing a secondary model, still sometimes results in a missing mesh + attached materials. As well as any particle effects, ribbons, attachment points, etc. In most cases - only armature and occasionally animations.
Still i definitely applaud, how far the addon has come. As most models, that didn't even import properly back then, now work flawlessly.
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.
This happens for some models. Bad export, i guess. The Oracle's Emissive alpha channel for instance, by default as team color, isnt working either. Same with normal. Cant be sure, but i think its the same with the Carrier. Witch is weird, because most models when modified as "add team color" emissive work.
Edit: Immortal animation doesnt import properly. The bone BONE_Shoulder_L, of the same vertex group, doesn't animate in the correct position. That issue didn't happen in previous versions of the addon.
Just to specify, it makes the left gun stick through the chest.
One problem with that method might be keeping certain particle effects, ribbons, attachment point, animation etc. Apart from being cumbersome. But its at least a good serviceable idea.
Well yeah, i suppose it is. Taking certain elements (Mesh,Particle Effect, Armatures, Animations) from Model A, using them in B. Or using them to enchance a custom model.
It didnt support them perhaps, but it was possible. And it would be pretty cool, now that the addon properly imports almost every asset of the models. It wouldnt really be needed, if appending and linking worked properly and recognized the all individual elements.
Not a Bug Report, but i cant seem to import multiple models at once, like you could in the old addon. Second model is always missing objects, meshes, materials, ribbons, particles and attachment point. All it loads is armature and animations.
Also, models saved as blend files cant be appended with their materials. Materials section is missing when trying to append.
I tried with older versions of the addon. Still cant append materias or animation, but at least you can load multiple models in the same scene. So its definitely not Blender 2.66
CommandCenter.m3 doesnt export properly. Takes half an hour and then imports as a broken(missing) model. I.E. Sphere.
Ditto on MarauderKillSquad.m3. Error in both models has something to do with animations. Clearing the Animation list allows for proper import. Strange though, since Marauder.m3 imports without a hitch.
Team Color emissive to layer issue - still not solved. In addition, Oracle Model now exports with a broken textureless sphere. An error that did not exist in the previous version.
Im eventually going to downgrade to a previous addon version, to see if Alpha Channel as Team Color on these particular models was still an issue. Since, its very situational - some export properly, and some support the manual addition.
Also - to check, if the immortal imports properly. Last correct version, i recall, was from last October. And, since i only started modding again 2 weeks ago, i couldn't tell you witch version it was, that introduced the issue. I can say, that its not isolated, as other models sometimes import with improper animation and bone placement.
(Though i no longer need a fix for that, since i managed to fix the skeleton/pose and do, what i needed to, with the model)
Importing a secondary model, still sometimes results in a missing mesh + attached materials. As well as any particle effects, ribbons, attachment points, etc. In most cases - only armature and occasionally animations.
Still i definitely applaud, how far the addon has come. As most models, that didn't even import properly back then, now work flawlessly.
This happens for some models. Bad export, i guess. The Oracle's Emissive alpha channel for instance, by default as team color, isnt working either. Same with normal. Cant be sure, but i think its the same with the Carrier. Witch is weird, because most models when modified as "add team color" emissive work.
Edit: Immortal animation doesnt import properly. The bone BONE_Shoulder_L, of the same vertex group, doesn't animate in the correct position. That issue didn't happen in previous versions of the addon.
Just to specify, it makes the left gun stick through the chest.
One problem with that method might be keeping certain particle effects, ribbons, attachment point, animation etc. Apart from being cumbersome. But its at least a good serviceable idea.
Well yeah, i suppose it is. Taking certain elements (Mesh,Particle Effect, Armatures, Animations) from Model A, using them in B. Or using them to enchance a custom model.
It didnt support them perhaps, but it was possible. And it would be pretty cool, now that the addon properly imports almost every asset of the models. It wouldnt really be needed, if appending and linking worked properly and recognized the all individual elements.
Not a Bug Report, but i cant seem to import multiple models at once, like you could in the old addon. Second model is always missing objects, meshes, materials, ribbons, particles and attachment point. All it loads is armature and animations.
Also, models saved as blend files cant be appended with their materials. Materials section is missing when trying to append.
I tried with older versions of the addon. Still cant append materias or animation, but at least you can load multiple models in the same scene. So its definitely not Blender 2.66