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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. |
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