Skip to content

Posts from Modifying existing animations? Auto-translated

No ratings yet — be the first to rate!
User Avatar
#16
Auto-translated
*change the last letter or number in the title.
In reply to footman
User Avatar
#17
Auto-translated
footman
*change the last letter or number in the name.
Should I change the UID or change the file name itself? (For example, from idle00 to idle01)?
User Avatar
#18
uid
User Avatar
#20
Auto-translated
Could you provide the animation? I'll take a look and see what's wrong.
In reply to footman
User Avatar
#21
Auto-translated
footman
Can you provide the animation? I'll take a look and see what's wrong.
Here is the FBX format (version 2009) created in 3DS MAX 2011.
Attachments 1
1 file attached • Total size: 17.6 KB
User Avatar
#22
Auto-translated
Animation for which creature?
In reply to footman
User Avatar
#23
Auto-translated
footman
Animation for which creature?
I have the English version, and the creature is called Hell Charger. The game files use configurations named Nightmare (so the Nightmares themselves use NightmareBurn).
User Avatar
#24
Auto-translated
I looked at it, but I don't know what the problem is, and I don't understand what this is?
In reply to footman
User Avatar
#25
Auto-translated
I've removed all of this from the final file. The .fbx file is what I originally animated and exported from 3DS MAX. I'm attaching the .gr file, which is what I've already imported into the game.

Essentially, all IK is Inverse Kinematics, which ensures that the skeleton bends correctly in 3DS MAX.
Attachments 1
1 file attached • Total size: 36.3 KB
User Avatar
#26
Auto-translated
In general, I removed what wasn't clear why it was done, after that your animation started working. Here is your working animation.
In reply to footman
User Avatar
#27
Auto-translated
footman
*change the last letter or number in the name.
I think footman understood, considering the need to create a new name for the file with a numeric-alphabetic name. This can be done as footman suggested, by changing a letter or number. However, to ensure there are no conflicts with existing files, it's best to generate a text-based xdb file for the animation using the map editor and use a long, text-alphabetic name from this xdb file.
Important: the imported animation should have the .gr2 extension removed. The file should only have this code name and no indication of the format, not even a period at the end. This might be the problem.
If necessary, the display of the format designation and the ability to change it through renaming can be enabled in Windows settings. Sometimes, by default, this is disabled to prevent users from making unwanted changes.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
User Avatar
#28
Auto-translated
That's surprising and strange. Okay, okay... so I somehow messed up badly.

Could you please describe it in more detail? Did you just delete all IK and export to .gr2?
In reply to zahar0z
User Avatar
#29
Auto-translated
By the way, did you manage to import animations from the Heroes games, or did you have to create them from scratch?

Added after 59 seconds
If you did manage to import them, could you please tell me what software and plugins you used?

Added after 1 minute
Elu
It's surprising and strange. Okay, okay... so I somehow messed up badly.
But at least you know what inverse kinematics is).
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
User Avatar
#30
Auto-translated
I removed IK and rotated the animation by 90 degrees; you can't change the coordinate system of the original gr2 Nival skeleton that you imported into 3DS MAX, otherwise, it will be a mess. I created a movement animation for the ballista in the mask, and after the very first test, I had to redo it.