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#305
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Pavlinho
Look, if you "reset" the scale, there's a RESET-XFORM function in 3D Max specifically for resetting the scale... and you don't even need to touch the global (root) transform, right?))

P.S. So, 20,000 polygons are possible... that's awesome...

P.P.S. 250 bones???? Why so many? If it's a "human" model, 50-60 is more than enough... add another 50 for a rider, let's say, 120... then add 30 for the wings, for example... I don't know... 250 is just not possible for me )))))))))))

In reality, some kind of glitch might occur after resetting the X-form, or it might not. You need to look at each specific situation. As I mentioned in the guide, I suggested an intermediate export-import to SMD. And at this stage, something similar to resetting the X-form also happens (only even more "resetting")).

Well, I'm currently importing an Orc from Heroes 6, and it has 80 bones. The rider from Heroes 7 has about 150 bones (there's also a mane, tail, a tail on the helmet, and all that).

In Heroes 5, the Knight hero has a lot of bones because there's a horse, a saddle blanket, and a flag (one flag seems to take up 30-40 bones), a cloak, a squire, and the squire has some kind of cape and a small flag on his lance. I think that's where the 250 bones come from, and I need to add a few more and combine different versions (for example, Duncan's horse has mane bones).

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