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

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Pavlinho
I saw something about 100 frames; here's the thing: I have 3ds Max files with the animation length set to the actual duration of the animation, but after exporting to FBX, it automatically sets it to 100 frames. And here's the issue – personally, I don't know if it's necessary to set the length in the file and then use ActorX, or if it does it automatically...
The scale length is set either manually or automatically when loading the animation from a (*.xaf) file, or when importing from FBX if you set "Fill Timeline" in the animation settings. In my opinion, it's better to use the *.xaf format for saving animations (but I'm not sure).
Pavlinho
Regarding the MOV animation – which specific bone are you talking about? I didn't touch the basic bones from the game at all; I was working relative to them... (unless I accidentally clicked something with the mouse without noticing).
The position of the HIP bone was shifted.
Pavlinho
I've never done this before: "Animation [Alt+A] -> Poses -> Set as Skin Pose"...
Read a little about this function, then try it out, and then you can decide if you need it or not.

Added 6 minutes later
Pavlinho
But what does 3ds Max have to do with it? I meant that in the Heroes 5 editor, one animation worked after exporting...
So, are we talking about exporting to the PSA format or exporting to the GR2 format and then importing it into the game?

Added 4 minutes later
Pavlinho
As far as I remember, in some animations, the first frame is different.
Well, I might be wrong, but it seems to me that for smooth animation without jerks, it should start from the place where the previous cycle ended.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков