M3 Import plugin

A 3ds max plugin for importing Starcraft 2 Model files (.M3)

File Details

m3 import 0.14

  • R
  • Apr 10, 2010
  • 13.46 KB
  • 464

File Name

m3_import_0.14.zip

Supported Versions

    0.14 - April 10th 2010
    Aligned all submeshes to their appropriate bones
    Skinned vertex positioning now based on all weighted bones (thanks to MD5 documentation)
    Improved animation processing times (bones animated before vertex skinning)

    0.13 - April 1st 2010
    Mesh now binds to bones properly for most models.

    0.11 - March 30th 2010
    Updated Sequence support
    Added Sequence UI for navigating sequences
    Shift to more object orientated coding

    0.098 - March 26th 2010
    Added queryBox error for missing textures before creating any scene objects
    Updated some of the code regarding sequence data
    Minor code improvements

    0.096 - March 22nd 2010
    Fixed bump mapping (sets to 100 now)

    0.095 - March 21st 2010
    Some basic error catching added
    Fixed initial bone errors

    0.09 - March 20th 2010
    Added primitive animation support
    Code housekeeping
    Updated code, improved processing time

    0.06 - March 13th 2010
    Added rollout menu

    0.05 - March 11th 2010
    Added bone support, however mesh not binding to bones properly yet

    0.04 - March 6th 2010
    Major overhaul of code
    Reworked tag reading and reference reading, can now read nested structures
    Vastly improved material reading

    0.03 - March 4th 2010
    Vertice normals added
    Added material importing

    0.02 - February 29th 2010 - March 2nd 2010
    Made significant improvements to structures and accessing file data
    Can now (hopefully) import UV data
    Added submesh functionality

    0.01 - February 26th 2010
    Initial version of M3 import script

    • Model mesh still does not bind to the bones properly for some models.
    • Some models do not automatically assign materials properly, this is being investigated.
    • 3ds Max can be slow importing some of the larger models if you choose to import animation sequences. This is due to the inherently sluggish nature of maxscript, import animations at your own peril.
    • Animations are still not fully understood and thus most sequences do not have the correct bone animation. Work is being done to further understand animations.
    • Some animations, mostly the walk animations, have a funky beginning keyframe which can cause a jitter when looped. This is due to the animation data for those sequences. You can manually move the start frame forward by one to eliminate the jittering.