It's especially interesting to see if there are any synchronization issues between the animation of the attack and the damage. In other words, do creatures with new animations play the damage or attack animation too early or too late?
Is there a pause effect in the battle between this creature and a creature from the original game? And if not, how did you adjust the animation from Heroes 7 to match the timing of Heroes 5, or did it just work out naturally?
Regarding the movement animation. I think this is a very easily solvable problem. Take the idle animation from Heroes 7, loop it, and if the original duration isn't enough.
Take the bone responsible for the model's waist (ideally, it should be the parent bone for the rest of the skeleton), move this bone to the desired distance, create a new keyframe,
then adjust the movement of the walk cycle up and down along the path to this frame (if this wasn't done in the original animation). And in principle, it's ready.
To better understand the task, it would be helpful to do a little research on the basic principles of walking animation.
In principle, I've just described it in a superficial way, but it's better to get information from a more competent source. It will also be clearer.
If it's possible to import the movement animation of a creature from the original Heroes 5 as a reference for timing and distance, then everything becomes ridiculously simple and can be done in three or four clicks.
(Honestly, the Nival developers' decision to make the movement animation as a series of jumps is debatable, and the seams between the "steps" are visible on some models.)
Regarding the models from Heroes 6. Just so you know, many of the models from Heroes 7 are recolored models from Heroes 6, with the original UV mapping preserved. For example, assassins, minotaurs, namtaru, etc.
There are also some models with minor changes.
For example, the medusa has the same geometry and body UV mapping as the coral priestesses, but a different staff.
The staff is a static part of the model, hanging on one bone, and it's very easy to change one for another.
By the way, there's a big advantage to this whole theme of recoloring Heroes 7 - when porting such a model, you immediately get twice as many creatures, because both the textures from Heroes 6 and Heroes 7 fit it.
And there are simply models taken from Heroes 6 without any changes, demons, succubi, etc.
In essence, there are very few models from Heroes 6 that are not in Heroes 7 and that cannot be made using the skeleton from Heroes 5.
Regarding models from the Ashan world, Dark Messiah is at your service. The game is made on the Source engine, and it's quite easy to convert models and animations from it.
And of course, there's also Might and Magic X, with models from Heroes 6. But I don't know a way to get the models from there, and I haven't seen anyone do it. Although it's not impossible that such an opportunity exists, it's just that everyone is so indifferent to Might and Magic 10 that no one has looked for this opportunity.
Another nuance, ideally, when porting these models, you should do at least some retopology. Or at least some kind of crude, automatic LODs for the global map.
I won't go into details because I'm 99% sure that everyone will ignore this step anyway. I hope there won't be any problems with this in the future.
It's funny, but now, with the ability to easily port animations and models, and with such a large database of resource donors, you look at modding Heroes 5 a little differently.
So, has anyone wanted to create their own models or animations from scratch? Or is everyone happy with the fact that no high-quality mods with original visual content for Heroes 5 have appeared, are appearing, and, apparently, will not appear?
P.S. Kha Beleth with the walking animation on the titan's skeleton. Has it been ready for how long, a year and a half? You can literally take the file archive and copy it to the root of the game, and it will work.
I understand that no one has free time, but I don't understand why, under these conditions, you would continue to work on something that already works without any problems.
1) The sounds and animations for Heroes 5 are slow. If they are used in battle, everything is fine, but if they are used in some Nival mine scene (for example, in the first mission of Isabel), they are limited by the playback time of the animation that was in its place, and then there is a sudden transition to another animation.
2) I know nothing about animations, and I don't see any point in continuing to work on the mod.
3) The models from Heroes 6 need to be returned to the T-pose, mirrored, rotated 180 degrees, and attached to the skeleton from Heroes 7 because of the different scales and units of measurement (1 to 1), this is a long and tedious process that I don't want to do.
4) Does anyone want to go through the same hassle as with Heroes 6? I don't.
5) Why retopology? The editor exports any model regardless of the number of polygons (there is a serious nuance with the UV mapping, but I can explain it if necessary). Yes, the archangel will send you to hell if you export such models, but if not, it probably won't export them correctly, and the models from this mod will definitely not be there. LOD models are a thing of the past, as is optimization for Heroes 5 (who needs it? I understand that if there was a way to rewrite the graphics and thereby increase the system requirements).
6) I don't remember any game for which modders made models, textures, and animations from scratch. Even take Warcraft 3, most of the assets are from World of Warcraft, although I saw a map in which there was a knight from Heroes 5.
Personally, I've always been interested in what didn't make it into the final version, for example, the paladin from the beta and the archangel from the E3 demo video, which inspired me to create a mod to upgrade the blue people.
Well, they are valuable because they were made by Nival... but otherwise, not really!
And regarding Kha... without fire, it's basically not a main demon, but just some kind of creature!