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

    @SimplyCool988: Go

    So what did you do to make it work?

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

    @SimplyCool988: Go

    You could try it without the option "Load Putty Key" (in the dialog where you specified the url), but I don't think it is that. Maybe you have a router that blocks certain types of traffic? To work around you could try "https://github.com/flo/m3addon.git" as url in the clone dialog.

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

    @SimplyCool988: Go

    I am not sure how to interpret your post, what doesn't work? a.) You can't download tortoise git b.) You can't download the required git library which you get asked to be installed when you try to clone a repository c.) You can't clone (= download) the repository with the url "git://github.com/flo/m3addon.git" d.) You have cloned the repository, but you can't use the "pull" command to update your current state. e.) something else

    I could imagine that you tried the http address of the addon instead of the git url from above. The download shouldn't take longer then 1 minute. More like 10 seconds with a fast internet connection.

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

    @SimplyCool988: Go

    One way to download the branch is via TortoiseGit. You can download it at http://code.google.com/p/tortoisegit/

    It adds a context menu to the explorer which allows you to "clone" (=download) a git repository. To download the m3addon you would specify the URL

    git://github.com/flo/m3addon.git
    

    Then you would use the explorer context menu entry "show log" to open the "change log". Then you would right click on the line that is labeled with "multi-mesh-export" and choose "Reset master branch to this". In the dialog you would set the option "hard reset" and confirm. That will reset all files to the given state.

    It's also very easy to upgrade with TortoiseGit. You just use the context menu entry "fetch" to download the latest changes. Afterwards you just need to reset your master branch again to the version you want.

    If you wanted to, you could fix the error yourself by editing the structure.xml file. You find more details in the readme (can be found on bottom of https://github.com/flo/m3addon). (Don't use the git hard reset then(it would reset to a given state discarding your changes)! Instead you would make a commit and use the context menu entry "pull".)

    It's just strange that you have a different gateway model then me.

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

    @Crainy: Go

    I added a section to the readme which explains how to deal with errors. I am not sure if they are understandable, so if you have trouble feel free to ask. Maybe we can even have a chat session when you get an error message again.

    About the animation cycle: You say first something that it looks cool in the previewer. Then later you say that your change made it look better in ther previewer???

    How did you add the animation to the map? Maybe you have to specify your custom walk duration somewhere. As a start you might want to try to play the animation while the unit stands triggered by an external event like a trigger with an event "2s game time elapsed"

    Posted in: Tutorials
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go

    I can think of one more reason why it doesn't work. Maybe it's wrongly configured how python scripts get executed. To bypass this you could call the script like this:

    "c:\Program Files\Python\python.exe" m3ToXml.py model.m3
    

    Where the first part is the file path to the python.exe executable. It might need to be surrounded with " since the path may contain whitespaces.

    You might just be 1 minute away from successully making your change.

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

    @Crainy: Go

    I fixed the loading of the SM_MarineRifle model. Crainy are you potentially interested in learning how to fix such errors yourself?

    @SimplyCool988: Go I implemented the export of multiple meshes. You can find the funcionality in a special development branch called "multi-mesh-export". It exposes some other bugs which are hard to understand for the user. That's why I want to keep it in a seperate branch till these other issues have been fixed.

    Posted in: Tutorials
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go

    Do you use python 3.2.3? I can only think of a python bug. Leruster uses my tool successfully on Windows 7 (x64) with Python 3.2.3. http://www.python.org/ftp/python/3.2.3/python-3.2.3.amd64.msi

    If you have another Python version installed, I suggest that you uninstall it first before installing the Python version from the link above (which is for 64 bit systems which I assume you use). It would also be nice to know which python version didn't work.

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

    @Crainy: Go

    Marine_03 has a gun? I can't see any in the previewer.

    Btw. if you want to get informed about the newest m3addon additions you can either subscribe the atom feed at: https://github.com/flo/m3addon Or when you have an github account you can click a "watch" on the m3addon project page. One advantage of "watching" a project is that you get better summaries in the personal atom feed which is available trough the github.com main page. Also with a github account you can create issues in the issue tracker of the m3addon project. When you fill in an issue there, I get an email.

    Posted in: Tutorials
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go

    The conversion script tells you where it places the new files. If for example the output looks like this:

    Converting C:\UserName\Desktop\Model.m3 -> C:\UserName\Desktop\Model.m3.xml
    Converted 1 file
    

    then the file is at C:\UserName\Desktop\Model.m3.xml

    Since your model was on the desktop, the xml file will be on the desktop as well.

    You can specify another output directory if you want to:

    m3ToXml.py path\To\Model.m3 -o path\to\output\directory
    

    You can also pass a directory as argument to the script. Then all m3 files in the directory will get converted.

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go With clone I meant that you use git to download the files. Git is a version control system. For Windows I would recommend the TortoiseGit. After installation you can use the context menu of the explorer to clone/download the m3addon. When you select then clone in the git sub menu of the explorer you have to enter an git url. The url for the m3addon is "git://github.com/flo/m3addon.git".

    You can also simply click "ZIP" on https://github.com/flo/m3addon if you want to download all files as zip archive, but I recommen using git since it allows to stay a.) up to date and b.) share your changes to the m3addon with other developers.

    You can call the scripts from the normal cmd command line like this:

    m3ToXml.py path\To\Model.m3
    xmlToM3.py path\To\Model.m3.xml
    

    The first command converts the model path\To\Model.m3 into the xml file path\To\Model.m3.xml, the second command overrides the m3 file with the content from the xml file.

    If you want to use the Blender addon you have to place the complete m3addon directory into the addon path of blender. On Windows it is:

    C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons
    
    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go

    I am not sure if you know it already or not: There is also a python script for converting the xml file back to the m3 format.

    I am not sure what speaks against installing python 3. It's btw also very usefull as a calculator.

    About a rename tool: I would help another programmer to get started making it, but I don't currently want to spend my rare free time on making a rename tool since it can easily be done trough editing the xml file.

    Here is a starting point for a rename python tool, this script allows you to change the file path of the diffuse layer of the first material:

    import sys
    from generateM3Library import generateM3Library
    generateM3Library() # uses the structure.xml file to generate the m3.py file
    import m3
    
    fileName = sys.argv[1] # first argument (argv[0] is the script path)
    
    model = m3.loadModel(fileName)
    oldPath = model.standardMaterials[0].diffuseLayer[0].imagePath;
    print("Diffuse of material 1 was %s" % oldPath)
    
    print("Please enter the new path:")
    newPath = sys.stdin.readline().strip()
    model.standardMaterials[0].diffuseLayer[0].imagePath = newPath
    
    m3.saveAndInvalidateModel(model, fileName)
    

    About an exe file: Most parts of the m3 python library generator can be reused for genertors that generate an m3 library for other languages. So if someone wants to make an m3 library for another language, feel free to contact me as well.

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

    @SimplyCool988: Go

    To Preview m3a files: The menu "File/Add File" can also be used to add m3a files when you select the correct file filter in the file selection dialog. Note that you need to add a m3 model first before adding a m3a animation to it.

    To use them in game import them first via import manager and save the map to execute the import. Afterwards you can simply add the animation in the model tab of the data editor. The field you are looking for is called "Animations (Required)". See the screenshot I attached to my first post in this thread:

    http://www.sc2mapster.com/media/attachments/27/16/DataEditorAddM3AToModel.png

    I fixed the import of the Nexus model. The gatway model imports for me already... When I have some more free time to spare I will look at the other models. At which model do you get the error "reference object has no attribute"?

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

    @SimplyCool988: Go

    Yes, currently only models with one mesh, or no mesh can be exported. In the tutorial I actually export a m3a file without any mesh. You can add the animation file (m3a) to a marine with shield. So you can animate models with multiple meshes by creating m3a files.

    I plan to add support for exporting multiple meshes soon. If a model doesn't import please tell me the exact model that doesn't load so that I can fix it.

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

    @Crainy: Go

    I am not sure if this is the recommended way, but you could do it like that:

    You could simply copy your 2.62 blender configuration directory and rename it to 2.63

    You find it on windows XP under:

        C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.62
    

    And under Windows 7 under:

        C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.62
    
    Posted in: Tutorials
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