After the latest update to your Macros and Main script, models don't have there textures automaticcly applied in the viewport even after specifying the root asset folder. I tried every folder but the textures won't show up.
Before the update it did work! I had to set the root asset folder to "_HD.w3mod" and the textures were automaticcly aplied to the mesh.
Did I miss something or is it still being worked on?
Thanks for replying. I have the AnimProperties with the corresponding files from your Github and it was fixed before the last patch but after that i can not get it to work.
Also there are some issues with the script, especially with the Main script because when downloading your latest script and putting it in the startup folder and then trying to import a .mdx file, there are errors.
I"m getting an error regarding the AnimationProperties script. Importing (e.g. Furion/Arthas/Lady Vajesh does work, it does import the mesh and animations but when i'm trying to open the AnimationProperties script i'm getting an error.
I'm glad to see you already fixed it, i didn't find any issues with the animation properties yet. Great job.
And I really like the fact that you made a "tools" script. This is much more user friendly and easier to navigate in my opnion.
I did find another bug also with the "Beastmaster" creep. His upper lip (mesh) deforms when playing his death animation, but ONLY his death animation, the other animations look perfect.
Hey TaylorMouse. I've downloaded and installed your latest script on your github today. It imports the mesh and bones and textures correctly but i'm getting an error when clicking on another animation in the anim properties script (Something with the animationRange)
This is happening when i'm trying to import the Beastmaster creep...
I'm getting another error when doing the same but then with the "Maiev" animations.
Hope these images are helpfull so you can maybe fix them in a future update..
Owh wait a minute.. You said: "To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport"
Does this mean i have to manually make it viewable within the material editor? I thought it would be viewable in the viewport automaticcly?
It's not working like a .FBX file? Because when I export an model with textures as a .FBX file and re-import it back into 3ds max, the textures are automaticlcy shown in the viewport...
How do YOU make them viewable in the viewport? You apply the textures for every parameter yourself?, so for the Diffuse channel you pick the diffuse texture, for the Normal Map you pick the Normals texture.. You all select them manually?
Because in other cases i have to select the "Show shaded material in viewport" checkbox but in this case it's already selected and it's not showing the textures on the mesh in the viewport?
Thanks for the amazing script Taylor. I do have a question regarding the path of the textures? Does the path has to be pointed to the actual folder were the textures are located? Because i'm not quite sure what you mean with the "asset root folder"?
I've tried all different paths were the textures are located but none of them imports the textures automaticcly?
So it will automaticcly aply the materials when importing the mesh? Or are there other uses? Do you have a beta script for people to test and give you feedback?
0
@MouseTaylor,
After the latest update to your Macros and Main script, models don't have there textures automaticcly applied in the viewport even after specifying the root asset folder. I tried every folder but the textures won't show up.
Before the update it did work! I had to set the root asset folder to "_HD.w3mod" and the textures were automaticcly aplied to the mesh.
Did I miss something or is it still being worked on?
0
Looks amazing!! Is this from Darksiders Genesis?
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Thanks for replying. I have the AnimProperties with the corresponding files from your Github and it was fixed before the last patch but after that i can not get it to work.
Also there are some issues with the script, especially with the Main script because when downloading your latest script and putting it in the startup folder and then trying to import a .mdx file, there are errors.
The errors were posted some posts above...
0
@MouseTaylor
I"m getting an error regarding the AnimationProperties script. Importing (e.g. Furion/Arthas/Lady Vajesh does work, it does import the mesh and animations but when i'm trying to open the AnimationProperties script i'm getting an error.
I hope you can fix this,
Regards,
0
I'm getting the same error as well, hope you can fix this TaylorMouse.
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I'm glad to see you already fixed it, i didn't find any issues with the animation properties yet. Great job.
And I really like the fact that you made a "tools" script. This is much more user friendly and easier to navigate in my opnion.
I did find another bug also with the "Beastmaster" creep. His upper lip (mesh) deforms when playing his death animation, but ONLY his death animation, the other animations look perfect.
Just wanted to let you know.
Thanks again for the quick fix,
0
No problem. i'd like to report any bugs that i find in the hope this would be helpfull to you.
Will keep an eye out on your github.
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Hey TaylorMouse. I've downloaded and installed your latest script on your github today. It imports the mesh and bones and textures correctly but i'm getting an error when clicking on another animation in the anim properties script (Something with the animationRange)
This is happening when i'm trying to import the Beastmaster creep...
I'm getting another error when doing the same but then with the "Maiev" animations.
Hope these images are helpfull so you can maybe fix them in a future update..
REgards,
0
I completely understand. I know you will fix this once they are out of Beta.
Again, great job on this amazing script!
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Sorry for the double post, but i just wanted to let you know that i've found 2 bugs so far.
1. (Attached picture). This is an error i'm getting when trying to import the "Tauren" model
2. (video). This is a bug after importing the "Ogre" model.
https://1drv.ms/v/s!Aoui6UbDlycfgcA7sBvgUxj19kMcnw?e=XMpdBr
0
Owh wait a minute.. You said: "To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport"
Does this mean i have to manually make it viewable within the material editor?
I thought it would be viewable in the viewport automaticcly?
It's not working like a .FBX file? Because when I export an model with textures as a .FBX file and re-import it back into 3ds max, the textures are automaticlcy shown in the viewport...
How do YOU make them viewable in the viewport? You apply the textures for every parameter yourself?, so for the Diffuse channel you pick the diffuse texture, for the Normal Map you pick the Normals texture.. You all select them manually?
Because in other cases i have to select the "Show shaded material in viewport" checkbox but in this case it's already selected and it's not showing the textures on the mesh in the viewport?
0
Thanks for the amazing script Taylor. I do have a question regarding the path of the textures? Does the path has to be pointed to the actual folder were the textures are located? Because i'm not quite sure what you mean with the "asset root folder"?
I've tried all different paths were the textures are located but none of them imports the textures automaticcly?
Thanks again,
0
So it will automaticcly aply the materials when importing the mesh? Or are there other uses?
Do you have a beta script for people to test and give you feedback?
0
Glad your making progress so fast. Can't wait for a final release.
Will it have similar uses in 3ds max as your .M3 importer?
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That is amazing, i'm verry glad your working on this already! Keep up the good work.