roman_yo_ye_yaWhat exactly makes it more difficult to extract the "Guard" model than the "Sentinel" model?
Added 19 minutes ago
In short, you can say that a 3D character consists of:
1. the model itself (a three-dimensional figure with a texture, which is a two-dimensional image, applied to it).
2. a skeleton (a set of control elements, "bones," with which various parts of the model move).
Skinning, or binding, is the connection between specific bones and specific parts of the model (i.e., so that when you move the bone responsible for the arm, the arm of the model also moves, etc.).
3. animations (a recorded sequence of bone movements; when played, it produces a specific movement, i.e., a creature "runs" because the shin bone rotates relative to the thigh bone by a certain degree, etc. All of this is recorded in an animation file and is now being played.
Now, the answer to the question, "why is it more difficult to extract a model from Heroes 6 than from Heroes 7?"
From Heroes 7, you can easily extract the model, the skeleton, and the animation. From Heroes 6, you can only extract the model and the skeleton (and even the skeleton is often flawed, and the skinning is broken).
The skeleton from Heroes 6 is not compatible with the animations from Heroes 7. Therefore, it is necessary to either re-do the skinning (bind the model from Heroes 6 to the animation from Heroes 7) or perform other complicated procedures. In any case, it is much more difficult than simply taking a model from Heroes 7.I'm not trying to go into too much detail; I can only roughly imagine what and how it works.
Added 42 seconds ago
roman_yo_ye_yaWhat exactly makes it more difficult to extract the "Guard" model than the "Sentinel" model?