The matrix issue was a bug in the inoffical 3ds plugin which has been fixed in leruster. Basically the exporter exported 16 zeros instead of a proper transformation matrix for the tight hit test.
The "Auto IK" option makes connected bones act as if they are IK. so if you move the end of a foot-bone-chain, the whole foot, but no the model will move. If bones are not connected when they should then you are either using an very old version of the m3addon or you had bad luck with the model and the bones are not connected.
Are there SC2 models with predefined IK keys?
Edit: oh and you can of course also add manually IK bones/constraints yourself. There are a lot of blender tutorials in the web which explain how to do it. e.g.
Starcraft 2 expects animations to have certain names. Try naming your animation "Walk 02" for exmaple, then the looping should work. I think when you create an actor event which plays an animation Starcraft 2 lists all valid names.
:), glad you like it. In the newest version it is now also possible to edit the m3 material of the currently selected mesh in the materials tab. Editing materials of existing models should be much easier that way.
I tried multiple times earlier to get a statement via email but I wasn't able to reach anyone at Blizzard. However a few month ago I thanked a Blizzard employee for answering a question about how normal maps work in Starcraft 2. In that chat I mentioned that it also helped me with my m3addon and seemed happy with that. This is of course no offical statement from Blizzard. I would be very happy to get some offical feedback from Blizzard whenether they are fine with my m3addon or not.
So please go ahead and ask that question Blizzard directly e.g. via forum. If enough ask maybe we get some offical feedback one day.
Btw. I added a new m3addon feature today: You can export now only the current animation. That way you can save a lot of export time when you just want to preview the animation in Starcraft 2.
@JacktheArcher: Go
Can't reproduce. I tried exporting the PurifierMatrix with the Stand animation only and the model showed up properly in the cutscene editor. The usage of the "Use new experimental format" option made now visible difference. Maybe you tried to import it to a map without the correct textures? Or the amount of exported animations make a difference.
@SimplyCool988: Go
It seems the particles are causing the broken import. As a work around you could try to remove all particles. Now the question is only which particle system is breaking the export. With the new export only the current animation option it (in the M3 Quick Export panel) you could find out the problematic particle system and tell me.
@SimplyCool988: Go
About the broken Immortal import: Which version worked? Best would be if you could name me the latest working version.
You can download older version via the Github UI (https://github.com/flo/m3addon/ -> Click Commits -> Click a Version -> Click Browse Code -> ZIP)
Or when you use a git client, then you can simply downgrade to a lower version as usual. Some git clients even support the search for the first broken version directly. For the command line client the command is called "git bisect".
If I know which change introduced the bug then it is much easier for me to fix it.
@seraphlio: Go
About "Specular map's alpha channel as Team Color": Sounds to me like a limitation of the SC2 engine. I see no reason why it shouldn't work on a particual layer since the exporter handles all layers the same way.
About importing multiple models:
Materials should import now properly if there are already materials. A handling of name conflicts for the different types of objects has still to be implemented.
@Fen1kz: Go
I am using now Blender 2.67 and can't reproduce your issue. The error message may only occur if you perform the import from a certain "context". I tried to import via menu.
The SingularityAreaImpact model contains a "Warp"-Object. I didn't implemned an import for it since I don't know yet what it's 6 animatable float values are good for. It is now possible to import the model without the warp.
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@Triceron: Go
The matrix issue was a bug in the inoffical 3ds plugin which has been fixed in leruster. Basically the exporter exported 16 zeros instead of a proper transformation matrix for the tight hit test.
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@Selshas: Go Actually IKs work kind of fine for me with the mele game Marine model.
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@Selshas: Go
At https://github.com/flo/m3addon/ there is always the newest version. So it depends when you downloaded it ;)
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@Selshas: Go
The "Auto IK" option makes connected bones act as if they are IK. so if you move the end of a foot-bone-chain, the whole foot, but no the model will move. If bones are not connected when they should then you are either using an very old version of the m3addon or you had bad luck with the model and the bones are not connected.
Are there SC2 models with predefined IK keys?
Edit: oh and you can of course also add manually IK bones/constraints yourself. There are a lot of blender tutorials in the web which explain how to do it. e.g.
0
@Selshas: Go
Starcraft 2 expects animations to have certain names. Try naming your animation "Walk 02" for exmaple, then the looping should work. I think when you create an actor event which plays an animation Starcraft 2 lists all valid names.
0
0
@SoulFilcher: Go
:), glad you like it. In the newest version it is now also possible to edit the m3 material of the currently selected mesh in the materials tab. Editing materials of existing models should be much easier that way.
0
I fixed a ton of small issues when importing multiple models. I think that it should now work properly. Have fun mixing models :).
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@SoulFilcher: Go
I fixed the ArcturusPortrait bug, the issue was that composite sections didn't get imported anymore.
About the marine protraits: Do you need them for a project or did you just report the bug because you found it?
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@Dhoude: Go
I am no expert whith the Blizzard Forums, the Art Tools Forum doesn't sound too far off. You can link my post if you want to.
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@Dhoude: Go
I tried multiple times earlier to get a statement via email but I wasn't able to reach anyone at Blizzard. However a few month ago I thanked a Blizzard employee for answering a question about how normal maps work in Starcraft 2. In that chat I mentioned that it also helped me with my m3addon and seemed happy with that. This is of course no offical statement from Blizzard. I would be very happy to get some offical feedback from Blizzard whenether they are fine with my m3addon or not.
So please go ahead and ask that question Blizzard directly e.g. via forum. If enough ask maybe we get some offical feedback one day.
Btw. I added a new m3addon feature today: You can export now only the current animation. That way you can save a lot of export time when you just want to preview the animation in Starcraft 2.
@JacktheArcher: Go Can't reproduce. I tried exporting the PurifierMatrix with the Stand animation only and the model showed up properly in the cutscene editor. The usage of the "Use new experimental format" option made now visible difference. Maybe you tried to import it to a map without the correct textures? Or the amount of exported animations make a difference.
@SimplyCool988: Go It seems the particles are causing the broken import. As a work around you could try to remove all particles. Now the question is only which particle system is breaking the export. With the new export only the current animation option it (in the M3 Quick Export panel) you could find out the problematic particle system and tell me.
0
Warp field stabilized
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@seraphlio: Go @SimplyCool988: Go I fixed the issue with the material layer export.
@SimplyCool988: Go About the broken Immortal import: Which version worked? Best would be if you could name me the latest working version.
You can download older version via the Github UI (https://github.com/flo/m3addon/ -> Click Commits -> Click a Version -> Click Browse Code -> ZIP)
Or when you use a git client, then you can simply downgrade to a lower version as usual. Some git clients even support the search for the first broken version directly. For the command line client the command is called "git bisect".
If I know which change introduced the bug then it is much easier for me to fix it.
@seraphlio: Go About "Specular map's alpha channel as Team Color": Sounds to me like a limitation of the SC2 engine. I see no reason why it shouldn't work on a particual layer since the exporter handles all layers the same way.
0
About importing multiple models: Materials should import now properly if there are already materials. A handling of name conflicts for the different types of objects has still to be implemented.
@Fen1kz: Go I am using now Blender 2.67 and can't reproduce your issue. The error message may only occur if you perform the import from a certain "context". I tried to import via menu.
The SingularityAreaImpact model contains a "Warp"-Object. I didn't implemned an import for it since I don't know yet what it's 6 animatable float values are good for. It is now possible to import the model without the warp.
@SoulFilcher: Go
I tried to delete the particle system from MaleCivilian11Portrait and it worked. Not sure what you are doing differntly.
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@seraphlio: Go
The import of the PrimalZergRoach model is fixed now.
@SimplyCool988: Go
The addon never properly supported the import of multiple models. If it's important for you I might implement the necessary changes.