The m3 exporter of my m3addon is now capable of exporting meshes with quads. It converts them automatically to triangles without touching the original mesh. Thus it's no longer necessary to manually convert quads to triangles before exporting.
I just implemented the export of multiple UV layers. The m3 format supports up to 4 UV layers. The addional UV layers can for example
be used to place decals on a model.
You imported the texture as "Blender Files/Blender Files/Coin.tga" and not as "Coin.tga" as you specified it in Blender. Right click on the Coin.tga in the import manager and select "Move Files". Move it to the root so that it has the path "Coin.tga". Then the model should be textured correctly. If not try restarting the editor once more.
PS: Yes the large parts of the models are the textures and the animations if there are many animated bones with many keyframes. TGA textures are uncompressed. If you use a format with compression like png, dds or jpg you should get smaller files.
You installed the addon wrongly. The addon needs to be able to create a file m3.py in the addon directory. It can't do that if you put it at a location where Blender has only read access. Please install the addon like it gets explained in the tutorial:
The m3addon folder with the souce needs to be placed in the addons folder
of the current Blender version. For Blender 2.63 this location is on
Windows XP at:
C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.63\scripts\addons
and on Windows 7 at:
C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons
It can be that you need to create some folders if they aren't there yet.
That's exactly the error message you get when you try to export with Blender 2.62 instead of 2.63! The addon is no longer compatible with Blender 2.62!
Works for me with Blender 2.63. Which Blender version are you using?
Edit: Can you post the error log here if you are using Blender 2.63 already? (To copy text from a command line window you need to use the top left icon of the window.)
The conversion of the DeathNormad model to XML and back to M3 works now with the current version of the m3addon python scripts. I didn't saw you post edit in which you added that the DeathNomad doesn't work.
Btw. it's very easy to change the UI shown at startup completly. If you want you can change Blender that it shows material settings whereever you want.
I explain in the first part of my m3a video tutorial how to create a custom Blender Startup Layout that is suitable for animating existing Starcraft 2 models.
What do you want to archive? Do you want to make a new model from scratch or modify an existing model?
If you want to modify just some aspects of an existing model you could use the m3ToXml.py script that comes wtih the m3addon to convert
the m3 file to an xml file. Then you can edit that xml file with a text editor and convert it back to m3 with the script xmlToM3.py.
You can't run the scripts from Blender, but you need to install python (3.2) and call them via command line.
The advantage of the scripts is that they preserve all data. When you import and export a model via Blender all data that can't be imported or exported yet gets lost. M3 files can for example contain ribbons(e.g. zealot hair), which currently no public importer can import. With the m3<->xml scripts you can preserve this data.
Currently the relation between mesh and material doesn't get imported or expored. Expored meshes get all the first material assigned. I plan to fix this soon. Hopefully next weekend.
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A test of a new feature I am currently working on:
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@JacktheArcher: Go
I added screenshots to the tutorial which explain the import in the previewer.
In the tutorial I specifiy "/tmp/ExportedModel.m3a" as path for the exported file. As you can see it's an "m3a" file. Maybe you forgot to add an "a"?
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@TheHolyArk: Go
Thanks!
The m3 exporter of my m3addon is now capable of exporting meshes with quads. It converts them automatically to triangles without touching the original mesh. Thus it's no longer necessary to manually convert quads to triangles before exporting.
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@xcorbo: Go
Thanks
I just implemented the export of multiple UV layers. The m3 format supports up to 4 UV layers. The addional UV layers can for example be used to place decals on a model.
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@Barricader0: Go
You imported the texture as "Blender Files/Blender Files/Coin.tga" and not as "Coin.tga" as you specified it in Blender. Right click on the Coin.tga in the import manager and select "Move Files". Move it to the root so that it has the path "Coin.tga". Then the model should be textured correctly. If not try restarting the editor once more.
PS: Yes the large parts of the models are the textures and the animations if there are many animated bones with many keyframes. TGA textures are uncompressed. If you use a format with compression like png, dds or jpg you should get smaller files.
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@Barricader0: Go
Have you tried importing my coin model and texture? That way you could validate if it's your model & texture or the way you are importing it.
After importing the texture it's necessary to save the map before importing the model.
If you want you can attach your m3 model and texture to your next post and I will have a look at it.
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@Barricader0: Go
I changed that an hour ago.
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@Barricader0: Go
You installed the addon wrongly. The addon needs to be able to create a file m3.py in the addon directory. It can't do that if you put it at a location where Blender has only read access. Please install the addon like it gets explained in the tutorial:
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@Barricader0: Go
That's exactly the error message you get when you try to export with Blender 2.62 instead of 2.63! The addon is no longer compatible with Blender 2.62!
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@Barricader0: Go
Works for me with Blender 2.63. Which Blender version are you using?
Edit: Can you post the error log here if you are using Blender 2.63 already? (To copy text from a command line window you need to use the top left icon of the window.)
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@Barricader0: Go
I can't reproduce your problem. Without further information I can't help you.
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@Eimtr: Go
The conversion of the DeathNormad model to XML and back to M3 works now with the current version of the m3addon python scripts. I didn't saw you post edit in which you added that the DeathNomad doesn't work.
Btw. it's very easy to change the UI shown at startup completly. If you want you can change Blender that it shows material settings whereever you want. I explain in the first part of my m3a video tutorial how to create a custom Blender Startup Layout that is suitable for animating existing Starcraft 2 models.
@JackRCDF: Go Thanks :)
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@JacktheArcher: Go
I can think of three problems why it didn't work in the previewer:
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Thanks for the positive feedback. It's nice to know that there are people out there that actually want to use Blender to make Starcraft 2 models.
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@SimplyCool988: Go
What do you want to archive? Do you want to make a new model from scratch or modify an existing model?
If you want to modify just some aspects of an existing model you could use the m3ToXml.py script that comes wtih the m3addon to convert the m3 file to an xml file. Then you can edit that xml file with a text editor and convert it back to m3 with the script xmlToM3.py. You can't run the scripts from Blender, but you need to install python (3.2) and call them via command line.
The advantage of the scripts is that they preserve all data. When you import and export a model via Blender all data that can't be imported or exported yet gets lost. M3 files can for example contain ribbons(e.g. zealot hair), which currently no public importer can import. With the m3<->xml scripts you can preserve this data.
Currently the relation between mesh and material doesn't get imported or expored. Expored meshes get all the first material assigned. I plan to fix this soon. Hopefully next weekend.