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Guide on adding a new model, animation, and creature to HoMMV
So, share some of your findings, because every time I visit a forum thread where you claim to have a "breakthrough" or promise to write an instruction guide, I expect to learn something, but you end up deleting or modifying your posts, leaving behind non-working links, and then there's silence. In the past few days, I've found source code related to Granny [2.11.8.0 and 2.9.12.0] and other compiled libraries of various versions (from 2.1.0.3 to 2.8.30.0 and higher). I've also found a way (as I understand it, to add animation attributes that specify when the attack occurs in the animation), but I can only do it in 3Ds Max, not in Maya (because it has different "mechanics and methods for adding attributes and animations"). Don't be a "SCROOGE," share your knowledge with others. In general, in the ARCHIVE, there isn't much that I've managed to gather, and there (this is a response for you, footman), in "granny_common_2_9_12_0_release.zip" in the "doc" folder, you can find "granny2.chm," which clearly (but in English) describes how to add the necessary attributes, and emphasizes that it is more difficult to do this in Maya than in 3Ds Max. And everything can be successfully exported from the program using a specially written exporter. And MEL is just Maya's internal scripting language (quite limited in certain respects), which is used to interact with MAYA, but I assume that the necessary attributes may be (i.e., this needs to be tested) manually entered into the .ma file (in theory, it should not differ in content from the .mb file). And it's not clear how to work with this .ma (especially when you don't tell anyone anything). All hope is on people who are not indifferent.
Lol, when did I promise anyone an instruction guide? I did delete posts, yes, I won't deny it. Regarding the Granny source code, I'll just say that it's too new, and it's unlikely to be useful. As for .ma, it's the same as .mb, only .mb is a binary file, and .ma is a text file, but I don't know how these attributes should be created in it. As for creating the attributes themselves, it's quite simple to watch a video or read a guide about the attribute editor, and there's nothing supernatural about it.