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#31
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zahar0z
By the way, did you manage to import the animation from Heroes, or did you have to create it from scratch?

Added 59 seconds later
If you did manage to import it, please tell me what software and plugins you used.

Added 1 minute later

But at least you know what inverse kinematics is.
I don't know what inverse kinematics is; I only saw a couple of tutorials and realized that it would be easier to attach the kinematics and try to do something that way rather than moving everything separately. As they say, I just press a button. I couldn't import the old animation. I imported the skeleton and then animated it myself from scratch.

Added 1 minute later
footman
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 was creating a movement animation for a ballista in the mask, and after the very first test, I had to redo it.
Exactly, damn it :smile35: I even forgot that I changed the coordinate system because it was inconvenient to animate.
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#32
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footman
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.

By the way, footman wanted to know if you have any universal way to adapt animations for Heroes 5. That is, are there any universal values for the distance to move the model and the length of the frames? Or does it always require improvisation and adaptation?
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#33
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zahar0z
By the way, can you share the import/export plugins, or are they already available somewhere publicly, and I just missed them?
footman
I think the plugin for importing gr2 (skeleton, not sure about animations) should be enough for creating animations. https://neverwintervault.org/project/nwn2/other/3ds-max-mdb-importerexporter
Yes, definitely this plugin, and I already gave you the link.
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#34
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Elu

Exactly! :smile35:
I even forgot that I changed the coordinate system because it was inconvenient for animating.
Very often, the problem lies in some small detail that was forgotten to fix along the way.
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#35
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zahar0z
Very often, the problem lies in some minor detail that was forgotten to be fixed along the way.
This has happened to me a couple of times when I either forgot to close a function or made a typo in the configs. If it weren't for these small errors, I could easily create a hero in 15 minutes at most, not counting the creation/editing of textures.

And I wouldn't be going crazy because the animation hasn't been working for the second day.
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#36
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footman
Yes, definitely this plugin, and I already sent you the link.
What does this have to do with it? I meant something else.
And by the way, yes, one skeleton is definitely not enough to create an animation. Well, it's not enough to create a decent animation.

Added 2 minutes later
zahar0z
By the way, footman wanted to ask you if there is any universal way to adapt the animation to Heroes 5. That is, are there any universal values for the distance the model needs to be moved and the length of the frames? Or does it always require improvisation and adaptation?
I just noticed that I didn't write the word. I meant, is there a way to optimize the animation adaptation for "move" animations. That is, is there a universal distance to move the creature, and are there any requirements for the animation length? Or does it always need to be adapted to a specific case?
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Моя страничка на Artstation,
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#37
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zahar0z
By the way, did they manage to import the animations from Heroes, or did they have to create everything from scratch?

Added after 59 seconds
If they managed to import them, please tell me what software and plugins they used.

Added after 1 minute

But at least he knows what inverse kinematics is.
He created the animations himself, and gr2 imported the skeleton using this plugin.
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#38
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zahar0z
What does this have to do with it? I was asking about something else.
And by the way, yes, there are definitely not enough bones for creating an animation. I mean, not enough for creating a proper animation.
That's absolutely right. I would like to link the model and the skeleton so that I can animate the skeleton and see what happens to the model. As you can see in the footman's picture, the hooves are turned inward, and I definitely need to fix that. And in general, I want to create a proper animation, because this was just a test.
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#39
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Elu
If it weren't for these minor errors, I could easily create a hero in 15 minutes at most, not counting the creation/editing of textures.

And I wouldn't be going crazy because the animation hasn't been working for the second day.

True

Added 1 minute ago
footman
He created the animation himself, and gr2 imported the skeleton using this plugin.
Okay, what about my last question?
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#40
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And 3DS MAX keeps crashing on me. I open the menu by right-clicking, select, say, Rotate, and that part of the screen where the menu was freezes, and it stays like that until I restart 3DS MAX. It's really annoying.
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#41
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zahar0z
By the way, footman wanted to know if you have any universal way to adjust animations for Heroes 5. Are there any universal values for the distance the model needs to be moved and the length of the frames? Or does it always require improvisation and adjustment?
Well, I prefer standardization (for 4 upgrade levels, the animation is looped 4 times, and they are moved along the Y coordinate by a distance of 10), but a cavalry unit doesn't fit this standard, so I had to loop its animation 3 times and increase the movement to 12.5 along the X coordinate. This makes it the first unit exported using a change in the coordinate system.
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#42
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Sometimes you might encounter a faulty build; try downloading and installing a different one.
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#43
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The only real headache is the **MovementSpeed** parameter in the xdb files; you always have to adjust it randomly using the editor and then check how accurate it is.
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#44
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footman
Well, I prefer standardization (for 4 upgrade levels, the animation is looped 4 times, and they move along the Y coordinate by a distance of 10), but the cavalry unit doesn't fit this standard, so I had to loop its animation 3 times and increase the movement to 12.5 along the X coordinate. This makes it the first unit exported using a coordinate system change.

Okay, it seems I'll still have to do some testing and look for a suitable system. By the way, you mentioned earlier that the new animation doesn't work well in cutscenes; is that still the case?
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#45
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I just realized that the .gr2 skeleton is exported in the correct position, i.e., without a 90-degree tilt. It turns out I was exporting everything correctly, but to attach it to the model in the game, I needed to tilt it by 90 degrees, and I didn't figure that out before.

It's amazing how everything is done in such a convoluted way...