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

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auromolean
Yes, it’s a really great method, and no intermediate conversions are needed, thank you!

However, I noticed that in some models, several bones move forward along the Y-axis (I suspect this happens when the model consists of several meshes). In general, you can quickly identify these bones by exporting the animation to SMD and then running a script that tracks which bone numbers move forward along the Y-axis during the move animation. After that, you can remove the animation keys for these bones in 3ds Max.

Although, I recently tried to fix the move animation for a swordsman this way, and in his case, this method didn’t work. Four bones move: 1 - Sword_joint, 2 - Shield_joint, 3 - SpeedLineSword, and 9 - Hip. They ultimately move the same distance, but their frame-by-frame shifts don’t match. If you try to simply remove the forward movement for these bones, the sword and shield won’t move along the Y-axis, and because of this, in some frames, the sword and shield start to fall out of the swordsman’s hands.
Lol, yes, this happens in Heroes. For example, with the Knight, the rider, horse, spear, and shield will move as independent objects.

If you have the ability to create a separate death model, I would do it this way:
Use a regular model for the death animation.
For combat, make the sword and shield attached to the hands.

Added 7 minutes later
Perhaps initially, the weapon and armor were two different models; they were combined into a “global” group, and when loaded, they merged into what we have.

There is no direct evidence yet, but there may be soon.

But there is indirect evidence – in the Knight, many bones have complex names like Global|Hip|Chest. This is an import bug that occurs when the skeleton has bones with non-unique names. For example, the horse has a Hip bone, and the rider also has a Hip bone – the names of the previous bones are added to them until the name becomes unique
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