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    posted a message on [Showcase] Taylor Mouse's Models

    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?

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    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?

     

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    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.

     

     

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @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.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @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? 

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    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?

     

    Posted in: Artist Tavern
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