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This is no longer science fiction but a harsh reality – from 3Ds Max to GR2, then replace the first 16 bits at the beginning of the resulting file using a regular Hex editor, and drag and drop it onto a small program weighing 996KB, and voilà, animations and a skeleton for Heroes 5 are ready. Of course, it would be nice to do it with a single click, but in my opinion, this is much more convenient than using three different 3D editors and transferring files from one to another.
Interestingly, I haven't been following the progress of animation exports because I couldn't handle the exporter from Maya, and the result in Max was strange – the animation became detached from the model... and nothing worked with Noesis... basically, I have no talent, so I'm doing it the way I can. I'll continue to convert using Blitzkrieg; what attracts me to it is that I save all animations in one file, so I don't need to change 2009 to 6.0 many times, and I don't need to configure export parameters; I just need to know the frames of the desired segment