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Guide on adding a new model, animation, and creature to HoMMV

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#402
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I know what a T-pose is; I just never did this "Animation [Alt+A] -> Poses -> Set as Skin Pose" before.

Added 2 minutes ago
As for the animation length, when I first sent the FBX file, I didn't know how the guys would export it, so I just put the number in the name, for example, "nz-specab17," where 17 is the number of animation frames, for convenience (again, my previous experience with Attila influenced this; the export plugin there allows you to specify the number of frames).

And still, which bone are you talking about? As far as I remember, in some animations, the first frame is different.

Added 49 seconds ago
vova2112
Something just went wrong; who will understand 3ds Max?

But what does 3ds Max have to do with it? I meant that in the Heroes 5 editor, one animation worked after exporting.

Added 5 minutes ago
By the way, Vova, about the animation length again... the IDL animation, which was successfully exported to the editor, has 200 frames, while the FBX has 100 frames by default. But it still worked... so it doesn't matter what number is set in the FBX scene?