Awesome, really awesome! Hey, is it possible to reanimate Kha-Belekh and that yeti too? Or is it only for humanoid animations?!
Posts from Modding
Awesome, really awesome! Hey, is it possible to reanimate Kha-Belekh and that yeti too? Or is it only for humanoid animations?
https://youtu.be/HT1pHopE6pk
You can import the gr2 skeleton and create animations for them, then import them back into gr2 (the skeleton needs to be imported using a plugin for 3d max 2008-13; you can't do it through Arkhangel, as it will distort the bones).
Is there a way to convert geometry with skinning to a format that can be opened in 3ds max or maya?
I tried converting to SMD using Arkhangel. If the model has a single mesh, everything works fine, but if there are multiple meshes, it combines all the meshes into one, and the skinning becomes distorted.
Is there a way to convert geometry with skinning into a format that can be opened in 3ds Max or Maya?
I tried converting to SMD using Arkhangel. If the model has a single mesh, everything works fine, but if there are multiple meshes, it merges all the meshes into one, and the skinning becomes distorted.
Skinning can become distorted when exporting to FBX if you've modified the original geometry (added something new or deleted something), and you haven't adjusted the skinning to fit the finished model in Max (you can also do this in Maya, but you'll have to fix any distortions, and it will be done visually).
Here's how I usually do it:
1. I make a clone of the SMD.
2. I divide it into the parts I need.
3. I attach what I want to them.
4. I copy the skinning from the original SMD.
5. In Max or Maya, I adjust the skinning to fit the finished meshes.
As I usually do:
1. I create a clone of the SMD file.
2. I divide it into the parts I need.
3. I attach whatever I want to them.
4. I copy the skinning from the original SMD file.
5. In Max or Maya, I adjust the skinning to fit the finished meshes.
Are there any tricks that can help determine which bone belongs to which mesh? Because there can be a LOT of bones, and sorting them manually by eye across 3-4 meshes is a very difficult task.
Are there any tools in 3ds Max that can make this process easier?
Are there any tools in 3ds Max that could simplify this process?
Hmm, I don't know about any such tools, but here's an example: the most poorly implemented model is the Knight hero for Haven, which has a huge, awkward skeleton and 7 parts (the banner and standard-bearer cannot be used due to the particularly awkward skeleton of the original).
I divided the Smd clone into 6 parts and simply copied the skinning to the parts. In Maya, all the bones that had skinning to certain parts were linked to those same parts, and the result was this:
Hmm, I don't know about those, but here's an example: the most poorly implemented model is the Knight hero for Haven, who has a gigantic, awkward skeleton and 7 parts (the flag and flag bearer cannot be used due to the particularly awkward skeleton of the original).
I divided the Smd clone into 6 parts and simply copied the skinning to the parts; in Maya, all the bones that had skinning to certain parts were linked to those specific parts, and the result was this:
And where is the subject for download?! ;)

---------------------------------------------
Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Where is the download link for this?! ;)
I divided the Smd clone into 6 parts and simply copied the skinning to the parts. In Maya, all the bones that had skinning to certain parts were linked to those specific parts, and the result was this:
Is it necessary to work with cutting the SMD mesh? Can't you take meshes from OBJ and apply the skinning from SMD to them?
I tried to conduct such an experiment with a green dragon model. It has one mesh, and the skinning shouldn't have been corrupted, but something went wrong.
For some reason, after copying the skinning, the mesh from the OBJ rotates 90 degrees downwards relative to the skeleton. This is solved by unchecking the box in Advanced Parameters -> Always Deform. After exporting to the game, I found that some bones were twisted, but half of the model is displayed correctly :D
http://immage.biz/image/SZTR
Is it necessary to work with cutting SMD meshes? Can't you take meshes from OBJ and apply SMD skinning to them?
Secondly, I try to minimize the number of formats used to avoid errors like in the screenshot.
The skinning might have been copied incorrectly from the SMD, and OBJ is NOT the same thing. If you exported the model through an editor, you need to use the skeleton that you loaded with the model in ArchanGel and exported to SMD (the original Nival one, not exporting it in a new way).
Hello! A couple of days ago, I decided to create a custom balance mod, but I encountered the following problems:
1. Where can I find the file that contains the perks and specializations? Specifically, I'm interested in the perks "Deadly Misfortune" (I'd like to change the -1 to -2), "Absolute Luck" (remove the 100% and increase the critical hit multiplier, similar to the Elven one), "Bestowing Blessing," and "Righteous Wrath" – I want to combine them into one perk, and so on.
2. The governor function seems quite interesting – is there a separate mod for it anywhere? If not, how does it work, and which files do I need to copy from HMM5.5?
3. Which file do I need to modify to make "simultaneous turns" permanent?
ColouredText - список заклинаний и их уровень в описании существ-колдунов