11-30-2010, 07:02 PM
Hello there,
I would like to ask if there's someone kind enough to help me a bit on some questions I have:
- I tried to download the N64 ripped pokemon models and the some others from a gamecube/wii game and everything is fine when I import them into 3DS Max. But, how do I know if they have animations?
- If they don't have animations, I plan on trying to learn how to do so. Maybe someone here can get working animations on some pokemon models? I don't know if it's a tough job or if someone have already planned to do so.
- I mainly wanted to import these models into the StarCraft 2 editor. Someone made a M3 exporter (M3 is the file format for SC2 models) for 3DS Max and it looks like it works fine from the feedback I've read, but when I try to export the imported pokemon models, I get an error: "Export failed! -- Unknown property: "materialType" in Material_119_5BE938E3_c_bmptandard"
There's some explanations on how to get custom models working but I don't seem to understand some specific points in the text file:
========================================
= Setting up an exportable model =
========================================
* Exported geometry must be of 'Editable Mesh' type
* Attachments can be added to a scene through the Create tab within the Helpers tab in the 'Starcraft 2 Objects' group.
* Material type must be 'Starcraft 2', 'Standard', or 'Multimaterial' type.
* Use the 'Starcraft 2' Material for extra tweakable settings. Same goes for 'Starcraft 2 Map' for bitmaps. (Highly Recommended that you use these!)
* A 'Skin' modifier must be applied to your mesh to weight vertices to bones for animations.
* When exporting bones, the base frame represents the frame vertices are bound to their bones and the bind pose frame represents the standard pose of the model for animations.
* When animating, ensure you have a start frame and an end frame animation for the bone you wish to animate to avoid unwanted interpolations.
* For rotation keyframes, ensure you have a keyframe every 90 degrees or less of rotation.
Maybe I could try Blender? I don't know.
Thanks a lot for your help!
Cheers!
PS: I wasn't so sure if I could post an help request here. If I'm against the rules, please tell me.
I would like to ask if there's someone kind enough to help me a bit on some questions I have:
- I tried to download the N64 ripped pokemon models and the some others from a gamecube/wii game and everything is fine when I import them into 3DS Max. But, how do I know if they have animations?
- If they don't have animations, I plan on trying to learn how to do so. Maybe someone here can get working animations on some pokemon models? I don't know if it's a tough job or if someone have already planned to do so.
- I mainly wanted to import these models into the StarCraft 2 editor. Someone made a M3 exporter (M3 is the file format for SC2 models) for 3DS Max and it looks like it works fine from the feedback I've read, but when I try to export the imported pokemon models, I get an error: "Export failed! -- Unknown property: "materialType" in Material_119_5BE938E3_c_bmptandard"
There's some explanations on how to get custom models working but I don't seem to understand some specific points in the text file:
========================================
= Setting up an exportable model =
========================================
* Exported geometry must be of 'Editable Mesh' type
* Attachments can be added to a scene through the Create tab within the Helpers tab in the 'Starcraft 2 Objects' group.
* Material type must be 'Starcraft 2', 'Standard', or 'Multimaterial' type.
* Use the 'Starcraft 2' Material for extra tweakable settings. Same goes for 'Starcraft 2 Map' for bitmaps. (Highly Recommended that you use these!)
* A 'Skin' modifier must be applied to your mesh to weight vertices to bones for animations.
* When exporting bones, the base frame represents the frame vertices are bound to their bones and the bind pose frame represents the standard pose of the model for animations.
* When animating, ensure you have a start frame and an end frame animation for the bone you wish to animate to avoid unwanted interpolations.
* For rotation keyframes, ensure you have a keyframe every 90 degrees or less of rotation.
Maybe I could try Blender? I don't know.
Thanks a lot for your help!
Cheers!
PS: I wasn't so sure if I could post an help request here. If I'm against the rules, please tell me.