I tried importing the Archer model and found that some of the animations are rotated incorrectly. Looks like an axis mix-up to me, but I could be wrong. (The animations face directly downward with the feet pointing in the direction that should be forward.)
EDIT:
Oh wait, unhiding everything allowed me to export it. So since the problem appears to be during the "Bone List" part, perhaps I had hidden part of my rig that was essential?
Also, is that a mech from Mechwarrior (or its associated universe) I see, Tigerija? Wicked awesome.
Do you mean the non-mesh dreadlocks, like on the standard Zealot unit model? (Same effect on the back of the Corruptors.) I believe the exporter doesn't currently support those.
he used profet's blizzimporter and reskinned the models.
Informative. Does that mean Max 5 is needed? Why oh why aren't there any functional importers for anything higher? ;.; If that's the case, then that's the case, and I'll just have to work with it. ^_^
How did you go about importing and exporting those Warcraft III models into Starcraft II cleanly, if I might ask? (The ones in the video in the news post.) Don't let my question delay your update, that update sounds amazing, just curious. :3
Glitching's Vivi is much more natural and stylistically effective than Kanaru's. Kanaru focused more on adding physical texture to the... well, texture, but to me it just looks cluttered. (And the proportions aren't quite as natural.) Both are very good, though. :D Just my two cents.
I realized the reason the blades aren't showing up is because I left one map slot empty. But that map slot is supposed to contain "teamglow", and I don't see any textures for that, so I'm not sure how to handle that. This is a screenshot for which I gave it the "psiblade1" texture. Perhaps I just need to give it the same team color that the main body is still missing, heh.
Still not sure how to give it team color, I don't see the checkbox you're talking about NiNtoxicated. Guess I'll wait for a tutorial, that'll probably explain it to me.
Oh, and the IK I was referring to was just Max IK for use in setting up the animations, not SC2 IK. IK helps me design the animations which afterward are just standard animations.
When I exported the modified Zealot back to Starcraft 2, it didn't come with everything intact, but that's to be expected for an early version of the exporter. Still, the animations did work! (Not visible in this screenshot as I didn't modify the stand animation.)
No team color, no blades, no dreadlocks. Yes animation, in all its sexy glory.
Bringing the Dark Templar into 3DS Max also had a few glitches, such as the left leg being crunched up in its animations for no obvious reason. Also, the bones seem resistant of IK chains, except for a limb solver.
Do you think it's able to model with Blender and then export the model into a 3DSMax file and then exporting it into m3?
That would be great if this can be done correctly.
And... by the way: Are these "hair" parts on models working right now? Like you can see them on zealots or the tentacles of the corrupters? really need this feature...
...organic models making so much mess -.-
The "hair" parts don't seem to be working right now, unless there's something I'm unaware of. As for modeling with Blender, transferring it through 3DS Max and then exporting as an M3, I don't see any reason why that couldn't be done but you'll have to do some clean up and setup work in 3DS Max once there. Like telling it where the animations begin and end.
Well that was odd. Loaded up 3DS Max 2010, (Where I had the problem before) loaded up my modified model, opened the listener, tried exporting and it exported fine. The file appeared as it is supposed to. So it seems to be working now, but keep this issue in mind as it came up for more than one person, apparently. ^.^
Any bone suggestions for the import would be great. At the moment I have quite a few models doing bizzare things (Immortal.m3 is a great example) and I'm not quite sure how to fix it just yet. Another problem is I'm using the Euler_XYZ rotation controller for the bones which means they experience gimbal lock during some animations. I've attempted to use the TCB_Rotation controller instead but the animations then adopt strange interpolations which screws them up pretty good. Any input is appreciated.
Animation support is now live!
Animations should work perfectly well. I've exported M2's, which you can see here, and they animate entirely correctly. I've also exported MD5's from Doom3 (an Imp model) which required an adjustment of the FPS, but it also has correct animations. I'm sure there will still be problems though, animations have been difficult to get working properly. Make sure you make start frame and end frame animations for your bones you're going to animate, or else you'll get weird animations.
If anyone knows of an MDX/MDL (those are Warcraft3 models) importer that WORKS for a recent version of 3ds max, please let me know. I'd like to export some wc3 models into sc2 because there's been alot of demand for it, and because it'll be fun. Even though the quality of the models will be horrendous compared to the sc2 ones :D.
At some point when I'm not so busy I'd like to do up some tutorials on how to work the tools so people aren't so lost using them. I've done my best to make them as intuitive as possible. Cheers all and enjoy ^.^
YEESSSS.
Awesome. Actually, awesome doesn't begin to describe it. This makes me very happy.
EDIT:
For some reason every time I try to export, nothing happens. I pick a filename, click save, no file is made. I'm probably just doing something stupid. >_> (I'm trying to save a modified Zealot, redone attack animations and a modified Charge animation.)
Hi all i found impexpMDX plugin, which work in 3ds max 2010, you can import models from warcraft 3, but i don't know imports if he animation or not because I recently started studying 3dsMax. Put files in 3dsmax directory/scripts/startup DOWNLOAD MIRROR 1 MIRROR 2
Many thanks. Doesn't appear to be importing the animations right at the moment, I'm guessing it's mixing something up. I'm getting some... interesting... results. Bones going everywhere. A little searching suggests there is an "ImpExpMdx" which is for 3DS Max 4-5, is this the same one?
That 3DS Max 4-5 importer/exporter also works in GMax, however, which might be able to serve as a middle man in importing.
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Haha! Yesss... I love Escape Velocity. I played EV Nova to hell and back.
Looking great so far. Keep up the excellent work!
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I tried importing the Archer model and found that some of the animations are rotated incorrectly. Looks like an axis mix-up to me, but I could be wrong. (The animations face directly downward with the feet pointing in the direction that should be forward.)
Besides that, this is so wicked awesome. =D
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I get the same "No ""+"" function for undefined" error as Tigerija.
Here's what the MAXScript Listener says:
EDIT:
Oh wait, unhiding everything allowed me to export it. So since the problem appears to be during the "Bone List" part, perhaps I had hidden part of my rig that was essential?
Also, is that a mech from Mechwarrior (or its associated universe) I see, Tigerija? Wicked awesome.
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HOORAY! HIP HIP...
(Wow hey, update, awesome!)
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@pzea469: Go
Do you mean the non-mesh dreadlocks, like on the standard Zealot unit model? (Same effect on the back of the Corruptors.) I believe the exporter doesn't currently support those.
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@NiNtoxicated01: Go
Say what now? Holy crap I love you. *hugs tightly*
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Informative. Does that mean Max 5 is needed? Why oh why aren't there any functional importers for anything higher? ;.; If that's the case, then that's the case, and I'll just have to work with it. ^_^
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How did you go about importing and exporting those Warcraft III models into Starcraft II cleanly, if I might ask? (The ones in the video in the news post.) Don't let my question delay your update, that update sounds amazing, just curious. :3
0
Glitching's Vivi is much more natural and stylistically effective than Kanaru's. Kanaru focused more on adding physical texture to the... well, texture, but to me it just looks cluttered. (And the proportions aren't quite as natural.) Both are very good, though. :D Just my two cents.
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Haha!
Win. ^_^
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WOOOOOOOOO!
Sorry, had to do that.
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I realized the reason the blades aren't showing up is because I left one map slot empty. But that map slot is supposed to contain "teamglow", and I don't see any textures for that, so I'm not sure how to handle that. This is a screenshot for which I gave it the "psiblade1" texture. Perhaps I just need to give it the same team color that the main body is still missing, heh.
Still not sure how to give it team color, I don't see the checkbox you're talking about NiNtoxicated. Guess I'll wait for a tutorial, that'll probably explain it to me.
Oh, and the IK I was referring to was just Max IK for use in setting up the animations, not SC2 IK. IK helps me design the animations which afterward are just standard animations.
Also... this:
WOOOOOO!
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When I exported the modified Zealot back to Starcraft 2, it didn't come with everything intact, but that's to be expected for an early version of the exporter. Still, the animations did work! (Not visible in this screenshot as I didn't modify the stand animation.)
No team color, no blades, no dreadlocks. Yes animation, in all its sexy glory.
Bringing the Dark Templar into 3DS Max also had a few glitches, such as the left leg being crunched up in its animations for no obvious reason. Also, the bones seem resistant of IK chains, except for a limb solver.
The "hair" parts don't seem to be working right now, unless there's something I'm unaware of. As for modeling with Blender, transferring it through 3DS Max and then exporting as an M3, I don't see any reason why that couldn't be done but you'll have to do some clean up and setup work in 3DS Max once there. Like telling it where the animations begin and end.
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@NiNtoxicated01: Go
Well that was odd. Loaded up 3DS Max 2010, (Where I had the problem before) loaded up my modified model, opened the listener, tried exporting and it exported fine. The file appeared as it is supposed to. So it seems to be working now, but keep this issue in mind as it came up for more than one person, apparently. ^.^
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YEESSSS.
Awesome. Actually, awesome doesn't begin to describe it. This makes me very happy.
EDIT: For some reason every time I try to export, nothing happens. I pick a filename, click save, no file is made. I'm probably just doing something stupid. >_> (I'm trying to save a modified Zealot, redone attack animations and a modified Charge animation.)
Many thanks. Doesn't appear to be importing the animations right at the moment, I'm guessing it's mixing something up. I'm getting some... interesting... results. Bones going everywhere. A little searching suggests there is an "ImpExpMdx" which is for 3DS Max 4-5, is this the same one?
That 3DS Max 4-5 importer/exporter also works in GMax, however, which might be able to serve as a middle man in importing.