EDIT - After updating to the latest version of the m3addon, I've been trying to import MarSaraBridge.m3, and while the geometry loads in (or most of it?) I still get some errors on the console:
Quote:
Load C:\Users\Matthew\Desktop\map testing\MarSaraBridge.m3
Creating actions(animation sequences)
Creating bone structure in rest position
Adjusting pose bones
Loading materials
Loading cameras
Loading fuzzy hit tests
Loading tight hit test shape
Loading particle systems
Loading forces
Loading lights
Loading attachment points and volumes
Traceback (most recent call last):
File "C:\Users\Matthew\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\m3addon\in
it.py", line 287, in handleForceIndexChanged
force = scene.m3_forces[scene.m3_force_index]
IndexError: bpy_prop_collection[-1]: out of range.
File "C:\Users\Matthew\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\m3addon\init
.py", line 285, in handleForceIndexChanged
I get a Star2Force01 bone in the armature, which I hope would be the walkable bridge surface (if i correctly understand how bridges work), but there's no vertex group / mesh for this or anything in the M3 Forces section.
Any input into how a bridge should work would be welcome.
EDIT: disregard this post - turns out this was just the "unapplied scale" issue mentioned on the previous page, and could be fixed by changing the custom bone property. :)
I'm having another issue as well, with an animated part being scaled weirdly.
In blender, when I import the Temple Bridge Broken model, the glowy crystal on top of the bridge pillar is scaled wrongly (by 2.67 in x and y and 4.58 in z - see attached image). This is done through the posed bones - if I change the scale of the bones back to 1.0 then it displays properly in blender (second image).
Unfortunately, when I correct the scale in Blender and import back into the SC2 editor, the mesh is scaled down by the corresponding amount, and the crystal is really tiny instead. It seems like there's maybe some hidden scale being applied to the model / bones on import?
Hi. I've been testing out this addon, and seem to have an issue with normal mapping.
I imported the .m3 from the "Temple Bridge Broken" doodad into Blender then tried to export it back into the editor via the add-on. This works ok, but the model doesn't appear to be normal mapped at all when displayed in the editor (see attachment for screenshot - imported bottom left, original top right).
Is there something else I need to do in the editor or add-on settings to get this working?
EDIT - After updating to the latest version of the m3addon, I've been trying to import MarSaraBridge.m3, and while the geometry loads in (or most of it?) I still get some errors on the console:
I get a Star2Force01 bone in the armature, which I hope would be the walkable bridge surface (if i correctly understand how bridges work), but there's no vertex group / mesh for this or anything in the M3 Forces section.
Any input into how a bridge should work would be welcome.
EDIT: Nvm. Problem seems to be fixed in the latest version.
@println: Go
Thanks, that works nicely. :)
EDIT: disregard this post - turns out this was just the "unapplied scale" issue mentioned on the previous page, and could be fixed by changing the custom bone property. :)
I'm having another issue as well, with an animated part being scaled weirdly.
In blender, when I import the Temple Bridge Broken model, the glowy crystal on top of the bridge pillar is scaled wrongly (by 2.67 in x and y and 4.58 in z - see attached image). This is done through the posed bones - if I change the scale of the bones back to 1.0 then it displays properly in blender (second image).
Unfortunately, when I correct the scale in Blender and import back into the SC2 editor, the mesh is scaled down by the corresponding amount, and the crystal is really tiny instead. It seems like there's maybe some hidden scale being applied to the model / bones on import?
Hi. I've been testing out this addon, and seem to have an issue with normal mapping.
I imported the .m3 from the "Temple Bridge Broken" doodad into Blender then tried to export it back into the editor via the add-on. This works ok, but the model doesn't appear to be normal mapped at all when displayed in the editor (see attachment for screenshot - imported bottom left, original top right).
Is there something else I need to do in the editor or add-on settings to get this working?