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BlizzImporter script

03-24-2007, 08:18 PM#1
ProFeT
This script imports mdl and animations. It is still in beta version but I hope it will change as soon as possible ;)

Other file formats support will be added in future version.

Just use this topic for comments and bug support, and the following for "How to use" questions.
Link to the ressource section : http://wc3campaigns.net/showthread.php?t=92856



I don't have an internet connection at home for now, then answers could take some time, sorry for that ;)



Known bugs / problems :
- invalid hierarchy in "Arcane Sanctum" model.
03-25-2007, 01:37 PM#2
ProFeT
I want to use this thread too, as a developement pool, to gather informations on your needs.

The first idea i get about impotation options is Axis inversion / Model rotation.
Would it be a good addition or a kind useless ? =)
03-25-2007, 01:53 PM#3
Dionesiist
Make a simple tool for rigging please!!!
03-25-2007, 01:56 PM#4
ProFeT
Excuse my english, what do you mean with "rigging" ? =)

And "simple tool" ? A tool that works only on mdl, without having to import the model ?
03-25-2007, 02:13 PM#5
Dionesiist
Ja, and rigging means adding bones to a model.. sorta'
03-25-2007, 02:49 PM#6
ProFeT
I have a script that enables us to merge geoset parts.

Used in couple with an other program that can remove model parts (like the russian one or the BlizzImporter script), we could replace the priestress of the moon tiger, by the huntress panthera (i already did it) keeping the tigers animations.

I'll maybe release it after BlizzImporter's ;)
03-25-2007, 03:09 PM#7
Dionesiist
That's cool, but I was kinda' reffering to asigning bones to scratch made models... But that program sounds really good :D
03-25-2007, 04:08 PM#8
xXm0rpH3usXx
an easy animation merge program would be awesome...
like you make a scratch model (or anybody else) and keep in mind an already existing unit. afterwards you make a few clicks and the bones are attached automatically... (to the scratch model)
03-25-2007, 04:17 PM#9
Dionesiist
Yeah, that's what I thought too :)
03-25-2007, 04:19 PM#10
Pris0n
just amazing!
brilliant!
very helpfull
thx a lot
03-25-2007, 04:41 PM#11
xXm0rpH3usXx
@dio: i thought you meant something that automatically adds bones so that you can animate yourself... my idea is more that you use already existing anims for new models!
03-25-2007, 05:03 PM#12
Dionesiist
It's mainly the same thing... you see, if you have a recently rigged model, give it an animation in which all bones move, then use animtransfer to add wc3 anims :)
03-25-2007, 08:18 PM#13
xXm0rpH3usXx
oh, i'm not familiar with animating, sry...
03-26-2007, 08:44 PM#14
Born²Modificate
great tool! :D
rep
03-29-2007, 10:09 AM#15
ProFeT
Well, i can use internet again...

I'm working on a new version for this week end, new things imported are :
- events( footprints, sounds, ubersplats...)
- camera
- collision shapes
- particles emitters 2
- visibility tracks

I worked on animations too but i have some problems with tcb and hermite controller, i think 'll look at Blinkboy's functions ;)
The main problem with bezier animations is a 3dsMax internal problem, when change the controller type to Bezier_rotation(), 3ds assigns a Smooth_rotation() instead of Bezier... of course Smooth_rotation don't have the same properties as bezier ones... =))
Do you have the same problem on your comp ?
note: you can assign a controller type by using :
$object_name.position.controller = Bezier_position()
$object_name.rotation.controller = Bezier_rotation()
$object_name.scale.controller = Bezier_scale()


The part emitter importation is finished (with properties animations too), but some properties can't be acceded (unshaded, unfogged, sortZ, shader type, texture filename,...), maybe it can be acceded via the rollout but i don't know how to get the rollout name (and the control name by the same way).
If someone have an idea ... ;)

About Part Emitters 1 (b.e: gargoyle model) i don't remember wich type of part emitters to use. (PSpray? ...)

Finally, - i'm not sure - but i think i ll have the time to make the material importation, then you could have a nice surprise ;)


PS: it could be usefull if someone have a property list of each mdl's objects, to be sure to don't forget things.
;)