CommandCenter They both got the same animations (bones and everything is in the same position, keyframewise aswell as ScaleRotationGposition, i renamed all bones of Mesh-file though with a prefix "ABC")
So, Only difference is that one file got the particles and the other one got improved mesh.
Although if you have got it working in the past ill guess i just have to try look at the armateurs some more xD
For now i go with the "2 actor"-solution xD
StarPort Have anyone got any starport exported from Blender??? Don't know why those Starports are struggling so much xD
I have 2 examples-blender-files. No1 is CommandCenter's particles only (flames and smoke etc) with its particle-animations. No2 is my kitbashed CC with 4 bones added, desculptured mesh, added barrackslegs, added mesh from some doodad-buildings.
1st example: CC_particles.Blend When i import my KitbashCC.m3 into CC_Particles.blend, the Kitbash's bones does not move, animations does not import in blender.
2nd example: KitbashCC.Blend When i import CCParticles, they do not have visuals in sc2editor.
So i know that if i create 2 actors under my unit they both import, still a little bit clumsy xD. Im gonna test if it have something with some bones or hitboxes maybe got the same name which maybe confuses the importion.
And yeah, When i import Starport.m3 (anyone of them) and then export into sc2editor(no changes at all), SC2Editor crashes when trying to view in cutscenes
Does someone know how to merge two .m3's with animations (same timeline etc) into one .m3? I have a UpdatedCC.m3 aswell as a Original_CC_Particles_only.m3 (except its mesh is removed, only the necessary bones/particles is stored)
Matrix Storm: I want to add a 10 second Warp-field/Psionic-matrix to the ability "High Templar Psi Storm" Maybe adding a timed (Unit - "Warp Prism (Phasing Mode)) somehow. I dont know what part to copy, if it is the actor "Warp prism Phasing" or the behavior "Warp Prism - Power Source" i should look into, and then add some kind of timer to.. :/ ^^
I'm quite unsure where i find "Search Area effect" and "Launch Missile" xD
Aha, the .m3 doesn't have any "Birth stand death" animation
The .m3 have 25 animations, and i want them all connected to the immortals animations heh.. So when the immortal is using "Walk G"northeast, the Shield.m3's animation should be "Walk G"northeast aswell etc...
...The extra .m3 is Immortalshield.m3 which is used in the model "Immortal Overload" and the actor "Immortal Overload" which i in turned copied and renamed model "Immortal Shield" and actor "Immortal Shield".
Welcome to my tree. Rightclick and "open picture in new tab" for maximum resolution.
Hello SC2 Mapsters! Im an animator/texturer/kitbasher and are looking for someone to make custom spells-data for some models.
-Help wanted with- Examples of some of the data/spells needed: "Matrix Storm" (does aoe-dmg and creates a temporary Psyonic matrix-field) "Magnetic Pulse" (Pulls all friendly mech units within 10 range towards the caster, (aoe friendly viper abduct-ish) "Morph-data/spells" (like Ravager is evolving from Roach). I got the .m3s for each and every different model animated and done. "Creep-spew" (creates a temporary creepgenerating cone-field in front of the caster)
-Background- I'm in the making of a multiplayer mod (perhaps campaign, but primely multiplayer.) and are looking for someone to help out with the data/spells-part, and coming with fresh idéas.
I have 10 Factions and themes with an average of 10 Models animated and an average of 3 Buildings per faction. All ready to get data. All customs... every single one of the models eager to look upon battle...
Does this mod look interesting? Then toss me a p.m. if you if you have the knowledge of data/spells and want to find out the rest of the factions/themes/animations!
0
Someone knows what the heck does "AttributeError - 'M3structure' object has no attribute 'faces'" is all about? ^^
File still crashes when exporting
Thanks in advance!
Bueps
0
CommandCenter
They both got the same animations (bones and everything is in the same position, keyframewise aswell as ScaleRotationGposition, i renamed all bones of Mesh-file though with a prefix "ABC")
So, Only difference is that one file got the particles and the other one got improved mesh.
Although if you have got it working in the past ill guess i just have to try look at the armateurs some more xD
For now i go with the "2 actor"-solution xD
StarPort
Have anyone got any starport exported from Blender???
Don't know why those Starports are struggling so much xD
0
Here is error-Blendertracer for the totally unedited Starport.m3
When i am opening "UneditedStarport.m3" in sc2 editor, The editor crashes
0
I have 2 examples-blender-files.
No1 is CommandCenter's particles only (flames and smoke etc) with its particle-animations.
No2 is my kitbashed CC with 4 bones added, desculptured mesh, added barrackslegs, added mesh from some doodad-buildings.
1st example: CC_particles.Blend
When i import my KitbashCC.m3 into CC_Particles.blend, the Kitbash's bones does not move, animations does not import in blender.
2nd example: KitbashCC.Blend
When i import CCParticles, they do not have visuals in sc2editor.
So i know that if i create 2 actors under my unit they both import, still a little bit clumsy xD.
Im gonna test if it have something with some bones or hitboxes maybe got the same name which maybe confuses the importion.
And yeah,
When i import Starport.m3 (anyone of them) and then export into sc2editor(no changes at all),
SC2Editor crashes when trying to view in cutscenes
0
Does someone know how to merge two .m3's with animations (same timeline etc) into one .m3?
I have a UpdatedCC.m3 aswell as a
Original_CC_Particles_only.m3 (except its mesh is removed, only the necessary bones/particles is stored)
0
Matrix Storm: I want to add a 10 second Warp-field/Psionic-matrix to the ability "High Templar Psi Storm"
Maybe adding a timed (Unit - "Warp Prism (Phasing Mode)) somehow.
I dont know what part to copy, if it is the actor "Warp prism Phasing" or the behavior "Warp Prism - Power Source" i should look into, and then add some kind of timer to.. :/ ^^
I'm quite unsure where i find "Search Area effect" and "Launch Missile" xD
same with "Arm Magazine"... :P
Although i will google some more :)
0
.
0
Aha, the .m3 doesn't have any "Birth stand death" animation
The .m3 have 25 animations, and i want them all connected to the immortals animations heh..
So when the immortal is using "Walk G"northeast, the Shield.m3's animation should be "Walk G"northeast aswell etc...
The names are:
0 "Stand"
1 "Walk"
2 "Attack"
3-18 "Walk A-P"
19 "Stand 01"
20 "Stand Channel"
21 "Stand 02"
22 "Attack Superior"
23 "Attack Inferior"
24 "Flail"
25 "Stand Dance"
^^
When i change it from Birth etc the whole turns red...
0
My .m3 is not visible ingame.
...The extra .m3 is Immortalshield.m3 which is used in the model "Immortal Overload" and the actor "Immortal Overload" which i in turned copied and renamed model "Immortal Shield" and actor "Immortal Shield".
Welcome to my tree. Rightclick and "open picture in new tab" for maximum resolution.
Model
Actor
Behavior Buff
Effect Apply Behavior
Effect Set
0
Hello SC2 Mapsters! Im an animator/texturer/kitbasher and are looking for someone to make custom spells-data for some models.
-Help wanted with-
Examples of some of the data/spells needed:
"Matrix Storm" (does aoe-dmg and creates a temporary Psyonic matrix-field)
"Magnetic Pulse" (Pulls all friendly mech units within 10 range towards the caster, (aoe friendly viper abduct-ish)
"Morph-data/spells" (like Ravager is evolving from Roach). I got the .m3s for each and every different model animated and done.
"Creep-spew" (creates a temporary creepgenerating cone-field in front of the caster)
-Background-
I'm in the making of a multiplayer mod (perhaps campaign, but primely multiplayer.) and are looking for someone to help out with the data/spells-part, and coming with fresh idéas.
I have 10 Factions and themes with an average of 10 Models animated and an average of 3 Buildings per faction. All ready to get data. All customs... every single one of the models eager to look upon battle...
4 examples from my factions
Protoss - "Afreete" - (Desert,Djinn elementals with summon melee minions)
Terran - "Kel Morian Exclave" - (Evolving Mech units)
Zerg - "Pæstacaæ - (Creepbased zergflowers/wasps/reversed nydus)
- "Zagaras Brood" - (General cool looking, beefy charge-stunning, antiarmor -strains)
Small showcase:
- Phoenix Lord -
- Gelding -
- Zagara's Brood -
Does this mod look interesting?
Then toss me a p.m. if you if you have the knowledge of data/spells and want to find out the rest of the factions/themes/animations!
Yours sincerely
//Buepps
0
Hallo, thank you dear person for reading my plead for help!
Im getting errors when importing SpaceDockEngineSmall.m3 into blender.
I'm using Cascview, Blender 2.79 and M3AddonMaster
https://imgur.com/a/E3m0p