Skip to content

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

#27
Auto-translated
vova2112

2) I can't think of a good solution for stopping the move animation, but I definitely encountered such functionality either in a third-party plugin/script or in HavokPcXsContentTools_2010-2-0. For batch processing, I would try using the internal scripting language of 3ds Max.

I understand, thank you. I was hoping there might be a quick way to fix this directly in 3ds Max by changing the position of the root bone at one of the keyframes (I think I saw something similar in a guide on how to add a model from Heroes 7, where the move animation plays in place, and it was necessary to move the mesh forward during the animation to make it work in Heroes 5). Also, I noticed that when GrannyExporter converts the move animation from GR2 to FBX, it tries to return the mesh to its original position on the last frames, and it looks like the model suddenly snaps back at the very end of the animation. Although in the original Gr2 animation, this doesn't happen; the model moves smoothly forward until the last frame.

I also noticed when working with the griffin model that turning off the "Rebuild Smoothing Normals" checkbox during SMD import and then using Autosmooth results in a more angular mesh. However, this can be fixed by increasing the Autosmooth angle from the default 45 to 90, or simply by selecting a single Smoothing Group for all polygons. I've attached a screenshot of the griffin model with the default Autosmooth and with a single Smoothing Group
Attachments 2
2 files attached • Total size: 287.0 KB