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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    @println: Go

    I added the homepage, and my partner wrote a tutorial about how to use git (We also use it for version control).

    I also added my thanks in English so that you can read it.

    Btw, I made a new model with particle baking. Looks not bad >_<

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    I tested the new script and my partner wrote a simple .bat file to make it even easier to use. Finally we got a usable .m3a file.

    The method is easy to use even to the people who work with 3dsmax, so I wrote a tutorial here (http://bbs.islga.org/forum.php?mod=viewthread&tid=1465202&page=1#pid1215388).

    It's written in Chinese so maybe hard for a foreigner to read, I just want you to know that you have many fans in this field in China and your great works help us a lot.

    Thank you !

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    @println: Go

    Thanks for your reply. I will try again with the new script.

    You are right about the cloth and hair, the motions were created and baked by a script in 3dsmax which called "Magic_spring.mse", you can download it from the www.scriptspot.com or just see the attachment below. But I'm not test it on other versions of 3dsmax except max2012. The script will create a transform animation for every chosen bone and the spring level also adjustable.

    I also did some tests on baking particles. Maybe it is not a good solution for most situations, but as a toy it worked well……

    About the fantasy models: In fact, creating a MOD contains numbers of fantasy models is just what I am working on, but the progress is not very fast. Maybe I should upload them to the Sc2mapster recently.

    Today I recognized that the A.m3 was just one of the problem models which blender got an error message when I tried to export them. The message is also in the attachment.

    Posted in: Tutorials
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    posted a message on M3 Exporter

    @Leruster: Go

    Thanks for attention.

    In my opinion the m3a could be very helpful when several persons work together on one model. When an animation doesn't work so well, it will be easier to remove or fix the single one except recreate the entire file. As a team member, it's really attractive.

    But just like your reply, it maybe not the most important thing currently.

    Since current version doesn't add this, I will still use traditional file formals to store the bone motion data and mix them in 3dsmax before export.

    Posted in: Third Party Tools
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    @println: Go Thanks for your explanation and suggestion. Maybe storing animations and model in a single file still the safest way.

    To be honest, I am a little disappointed (It seems not so easy to "scatter" my model and motions). Fortunately I know some other solutions to add or delete motions from multiple max files, so I still have ways to assemble several motions together in 3dsmax.

    Next time I will add the B at the end of A and export them together. But there are two things confuse me——Since different Animation IDs will cause the problem, can I change them in the xml file to fix it? And what's the ruler of the plugin to create the Animation IDs?

    By the way, I found that some m3 files export with 3dsmax can import into the blender but couldn't export any more. I will upload the error messages and files If you need.

    Posted in: Tutorials
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    posted a message on M3 Exporter

    Thanks, I am looking forward to it. With the new script, maybe I will not use "Particle Bake" every time.

    I also wonder to know that is it possible to create a m3a file with your plugin? I know the "m3addon for Blender" can do this, but when I tried to create a m3a for a model exported from 3dsmax I failed.

    Could you add this function in the future? It seems very important to my project.

    Here is the problem (The last reply) http://www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/?page=4#posts

    Posted in: Third Party Tools
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    Hi, it seems that I'm facing a new problem when I try to create a new .m3a file.

    Days ago, when I saw your reply, I followed your thread and imported a .m3 into the blender, then I deleted all the geometries and attachments. I exported the .m3a with only one animation in it and tested in the GE. In this way everything worked well.

    Since I know more about 3dsmax, so I tried another method but it did not work. First I exported a m3 of my character with 3dsmax. Then I builded a new animation in the same 3dsmax file and exported it to m3 file B(I did not delete or add anything except the motions). At last I imported the file B into the Blender and exported the m3a file. But this time when I tried to add the m3a to my character, it didn't work.

    I'm very confuse about what happened. If I can not add new animations to my model, the m3a file will not help me much on my project. So I am looking for the solutions. The attachments are the models which I test this time, A file is a character with origin animations which exported in 3dsmax. B file is the same character with a new animation which I made and exported in 3dsmax. And C file is the m3a I get in Blender contains the motion of B file. but A.m3 can not read C.m3a......

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    @println: Go

    Thanks for your attention. Now everything works well just likes the marine ! That's help me a lot, thank you.

    As a test I use a new model which I created yesterday with a very complex bone system and it worked. Maybe I still need some more tests to verify it, but till now I don't see any problems. I'll upload my report in several days.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    Hi, this is a model editor from China. Thanks for your m3addon Scripts, it's really great and powerful.

    I am working on a project which try to make a library contain numbers of model and animation so that other map editors can choose what they need.

    Since the Blizzard still doesn't release the Art Tools, I choosed to save the motions in .bip or .xaf files, but that's not a good idea, because other people still need to charge the motions to the models and translate them to FBX before they get .m3 files. That's what happened before I know this WONDERFUL Tool.

    Yesterday I downloaded this tool and tried. It worked very well on the models which were exported from the SC2, but once I tried to use it on the .m3 files which I made myself in 3dsmax, the blender warned several errors. So I wonder to know is there any solutions to create .m3a files for the custom models which made in 3dsmax and already have some animations?

    Thanks~

    Posted in: Tutorials
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