Yeah, but the great thing is it works and is only every so often I have to do that - I mostly try and do similar units first (ie. foot) and then switch to either air or mounted and that limits it.
After all the recent news, do you think we'll still get the Art Tools?
I have found that after a while or after importing models that are vastly different (eg. ground vs air or mounted), the bones go weird, but have found a solution:
Thanks for the prompt response and quick adjustment of the code - I have tested and it works like a charm.
I clicked "No" when prompted by 3ds Max around the Xform and it seemed to do the job - the bones still appear to be imported as helpers after it finishes (during the process it imports them as bones and I can see the bones appear as per Axcel's video). When combining all 4 bones into one for the one root bone for import to Unreal, the animations are now as they should be.
I was looking through Axcel’s YouTube video of importing models into 3dsMax (Human - Footman) and creating a single root bone by dragging the four seperate bones (bone, pelvis, shield and weapon) into a copy of the bone (bone001) for import into Unreal and when playing the animations, it’s like the references or pivots all go askew and even though the shield and sword start off okay, as you play the animation, the sword and shield move quite a distance away from the Footman.
What I’ve noticed between Axcel’s video and with the new script, is that with Axcel’s import, the “bones” were imported as actual bones. With regards to the new script, the “bones” are imported as helpers.
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Hi @MouseTaylor,
Also having some issues with the animations from building models - they only seem to play the one animation once they've been exported?
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Hi @MouseTaylor,
Yeah, but the great thing is it works and is only every so often I have to do that - I mostly try and do similar units first (ie. foot) and then switch to either air or mounted and that limits it.
After all the recent news, do you think we'll still get the Art Tools?
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In reply to MouseTaylor:
I have found that after a while or after importing models that are vastly different (eg. ground vs air or mounted), the bones go weird, but have found a solution:
1) Click 3ds -> New
2) Import something (cube, exported model etc.)
3) Click 3ds -> New
4) Import new WC3R model
Screens attached.
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@MouseTaylor
Thanks for the prompt response and quick adjustment of the code - I have tested and it works like a charm.
I clicked "No" when prompted by 3ds Max around the Xform and it seemed to do the job - the bones still appear to be imported as helpers after it finishes (during the process it imports them as bones and I can see the bones appear as per Axcel's video). When combining all 4 bones into one for the one root bone for import to Unreal, the animations are now as they should be.
Thanks again MouseTaylor - much appreciated.
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@MouseTaylor
I was looking through Axcel’s YouTube video of importing models into 3dsMax (Human - Footman) and creating a single root bone by dragging the four seperate bones (bone, pelvis, shield and weapon) into a copy of the bone (bone001) for import into Unreal and when playing the animations, it’s like the references or pivots all go askew and even though the shield and sword start off okay, as you play the animation, the sword and shield move quite a distance away from the Footman.
What I’ve noticed between Axcel’s video and with the new script, is that with Axcel’s import, the “bones” were imported as actual bones. With regards to the new script, the “bones” are imported as helpers.
Will this have an affect on how everything works?
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Hi TaylorMouse,
I keep getting an error when trying to import using your latest script from github (as of 12/12/19).
I’ve pasted the scripts into the startup script folder and had to comment out two lines at the bottom of the Main800 script.
Software:
- Extracted models using Cascviewer 2.0.138
- Autodesk 3ds Max 2019
Error:
GriffonStudios_Warcraft_3_Reforged_Main.ms
li = 270, co = 1, offset = 7870 INS (LF) A
Function RoundToFrame
line highlighted is local a = val * 30 / 1000
Error message: Unable to convert: undefined to type: Integer
Please could I have some help on how to resolve?