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M3插件最新更新 - 支持Animation是什么意思我可不知道~~~

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发表于 2010-6-9 19:08:26 | 显示全部楼层 |阅读模式
via SC2mapster
半个小时前SC2mapster的首页上出现了~~~
就是这个M3插件的更新~我不想翻译了~

反正Animation是啥意思我真的不知道哟~~~

Starcraft 2 Model plugins designed for 3ds Max 2010. Should work with 3ds Max 6 and above.

The importer and exporter will now be bundled together along with Starcraft 2 object definitions for using custom objects (materials, maps, UI, etc) within 3ds Max. I've chosen to distribute them together so that the object file definitions are in sync with each script.
Starcraft 2 Model (.M3) import plugin for 3ds Max

Currently Imports:
- Geometry
- Bones
- Materials
- Animation
- Attachments

Starcraft 2 Model (.M3) export plugin for 3ds Max

Currently Exports:
- Geometry
- Materials
- Skin\Bones
- Animations
- Attachments
Setting up an exportable model
Geometry & Materials

    * You must only use one mesh of the 'Editable_Mesh' type.
    * Only one material can be applied to a mesh and it must be of the 'Multimaterial', 'Standard' or 'Starcraft 2' type. Each material ID represents a potential submesh of the model when using the 'Multimaterial' type. Apply multiple textures to a model through each material of the multimaterial.

You can now use custom 'Starcraft 2' materials and 'Starcraft 2 Bitmap' bitmaps for extra tweakable settings if you put the sc2_objects.ms script in your plugins directory.
Skin, Bones and Attachments

    * A 'Skin' modifier must be applied to your mesh and bones assigned to it for them to be exported properly
    * 'Point' helpers are exported as attachments. They must have a bone that is part of the Skin modifier of the mesh as their parent or they will not export.

Bindpose Rigging

The bindposes for Starcraft 2 models exists in two forms, the bind pose and the base pose. The first form is the bind pose of the model which uses the absolute positions of the bones and the mesh vertices before any deformation as the 'binding' of bones to mesh pose. The base pose of the model is the 'standard' pose of the model that animations are based off and uses the bind pose as the initial reference. This is the pose the model will assume in the absence of animation information. The base pose and bind pose do not need to be different, they can be the same, this is just the system Starcraft 2 models use to rig bones to model meshes. You can set these poses up at different frames and assign them through the exporter options.

Animations

Animations are now supported by the exporter, however make sure you create beginning and end frame animations for the bones you're going to animate or else you'll be getting weird interpolations. Also, animations may not export entirely like you expect because the code is still largely beta.
Install instructions

1. Must have 3ds max installed

2a. Extract the scripts (.ms) into your 3ds max '...\Scripts' directory, optionally you can place the scripts in your '...\Scripts\Startup\' directory to have it automatically load them when you launch 3ds Max.

2b. If you want to use Starcraft 2 objects in max (custom materials, maps, animation UI) then place 'sc2_objects.ms' into your 3ds max '...\Plugins' directory.

3. Click on the hammer icon on the default right hand side pane, and click on the MAXScript button. If you didn't have 3ds max automatically load it upon launch, click 'Run Script' from the rollout dialog and locate the script you want to load.

4. Select the utilty (i.e.'M3 - Import', 'M3 - Export') from the Utilities drop down menu.
Special Thanks

Volcore (http://volcore.limbicsoft.com/): For help with vertice flags and initial architecture of the M3 format

Teal (starcraft.incgamers.com): For UV's and his PHP converter source, helped with geometry importing

Witchsong (http://code.google.com/p/libm3/): Providing a great open source library for documenting the M3 file format and designing the M3->Obj converter. Head to http://code.google.com/p/libm3/ for more M3 file spec details. Helped immensely figuring out the details of the M3 file format.

Sixen (http://www.sc2mapster.com/): An awesome website for hosting SC2 development tools and vast XML documentation.

der_ton (http://www.doom3world.org/): Has done some incredible work with the MD5 format. Alot of his work has been adapted for the M3 file format with great success. Big thanks goes out to him!

MrMoonKr: Providing a toUpper function to fix 3ds max incompatibility issues

Skizot: For testing and providing suggestions to improve the script, very big thanks

ufoZ: One of the original crew to reverse engineer the M2 format and provide a good maxscript importer from which my importer/exporters are based. Huge thanks to his efforts.

M3_Plugins_v1.2.zip

43 KB, 下载次数: 75

发表于 2010-6-9 19:26:25 | 显示全部楼层
支持动画输出?
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 楼主| 发表于 2010-6-9 19:29:26 | 显示全部楼层
Currently Exports:
- Geometry
- Materials
- Skin\\Bones
- Animations
- Attachments

----------- 帖子于 19:29 更新 --------- 之前内容发布于 19:28 ------------

介绍上说的 因为不会模型所以没测试
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发表于 2010-6-9 19:42:53 | 显示全部楼层
希望动画设置方面的中文详细说明
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发表于 2010-6-9 19:53:03 | 显示全部楼层
这个可就强了。。。。

----------- 帖子于 19:53 更新 --------- 之前内容发布于 19:52 ------------

比暴雪还先出来。。。NB啊~~~~~~~~~~~~~~~~~~
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 楼主| 发表于 2010-6-9 19:54:38 | 显示全部楼层
Animations
动画
Animations are now supported by the exporter, however make sure you create beginning and end frame animations for the bones you're going to animate or else you'll be getting weird interpolations. Also, animations may not export entirely like you expect because the code is still largely beta.
现在动画支持输出了,但是请确保你在你要创建动画的骨骼上建立了beginning和end frame animation,不然你就会hmmm.还有输出的动画不一定会和你的预期一样,因为这还只是一个白塔.


很多东西不懂
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发表于 2010-6-9 20:05:07 | 显示全部楼层
关注中……
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发表于 2010-6-9 23:17:13 | 显示全部楼层
这起始桢和结束桢的定义是什么,还是war3那样的标签式么
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发表于 2010-6-9 23:25:51 | 显示全部楼层
这个问题你问小a显然无法得到答案,自己去试试看吧。
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发表于 2010-6-9 23:35:08 | 显示全部楼层
应该是的吧。如果弄成别的规则你不觉得会很麻烦?
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 楼主| 发表于 2010-6-10 13:01:25 | 显示全部楼层
新的版本才支持的,你的確是悲劇啊
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发表于 2010-6-10 20:05:02 | 显示全部楼层
小A,在你转了一些我实在无法理解的东西后,我表示很苦恼。。。
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发表于 2010-6-11 13:32:11 | 显示全部楼层
果然这里也有转~

似乎这个插件只支持Skin蒙皮啊,谁成功导出了么?
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发表于 2010-6-11 16:51:12 | 显示全部楼层
去试了一下,确实可以完全保存所有动画,也就是说可以在3dsmax中修改星际模型了

以下是导入了3dsmax9的ghost
1111.gif


而且我试着导入了3dsmax5,发现动作还是可以保存下来,
意味着星际模型很有希望导入魔兽!!
不过星际模型关键帧很多,把整个模型转格式的话电脑有点跑不动。。所以没继续试下去。
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发表于 2010-6-11 17:57:13 | 显示全部楼层


动作导进很久以前就可以了,只是导出带动作的模型就.....反正我没成功,等待高手出现吧。
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发表于 2010-6-14 15:35:51 | 显示全部楼层
支持3d max6.0以上的版本,那么第一句为max2010而设计有作何解释?
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发表于 2010-6-14 17:02:38 | 显示全部楼层
说明软件还是版本越新,功能越好。(不绝对)
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发表于 2010-6-19 16:04:46 | 显示全部楼层
试验了下,必须3DMAX 2010才能正常导出,直接导入M3模型然后再导出无问题。
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发表于 2010-6-22 19:25:41 | 显示全部楼层
异常强大。
Max2010待机中……
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发表于 2010-6-23 00:12:17 | 显示全部楼层
引用第18楼socool2008于2010-06-19 16:04发表的  :
试验了下,必须3DMAX 2010才能正常导出,直接导入M3模型然后再导出无问题。
导出时,动作那些选项要怎么设置么?
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