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Exporting models and animations from the game for use in Unreal Engine.

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vova2112
During a quick inspection, I noticed that some bones change their names after exporting through Archangel ('Knight_Global|Hip' -> 'Hip'; 'Global|Hip' -> 'Hip01'). Could the problem be related to this?

Thank you very much! This helped solve the problem.

I copied the bone names from the intermediate SMD file, which is generated by the NWN2 plugin for 3ds max 2008 during the import of GR2 animations, and pasted these names into the SMD file exported from Archangel.
There were indeed several different names, and after that, the move animation was applied correctly, and the horse and rider began to move together :).

The only remaining issue was that the Knight's sword was pointing downwards; in this case, I manually found bone 54 "Sword_joint" in the SMD file with the model and changed the values like this:
before => 54 -0.3955500 -0.8006296 0.4118724 1.5053960 -0.0858597 0.7723252
after => 54 -0.3955500 -0.8006296 0.4118724 -1.5053960 -0.0858597 0.7723252

Essentially, I just changed the plus sign to a minus for the 4th parameter, and this helped; the sword started pointing upwards.
Apparently, in Archangel, besides the bug with incorrect bone naming, there is also another bug with incorrect rotation values for bones.

P.S. When we were figuring out the process of exporting game models and animations, your posts in this thread were very helpful https://forum.heroesworld.ru/showthread. ... &page=23
So, thank you again for that :)

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