The only hassle is the MovementSpeed parameter in the xdb files; you always have to adjust it randomly using the editor and see how accurately it's been set.
Posts from Modifying existing animations?
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Sometimes you come across unsuccessful builds, try downloading and installing a different one.
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 it correctly all along, 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...
I have the same issue with all maxed-out units. I googled the problem, but no one has found a solution. In general, the most important thing is to perform absolutely all animations in one go, and do it correctly. It's very inconvenient, of course, but I can't do anything about it...
Added 54 seconds ago
The problem is that you can't import animations through the editor so that this parameter is set automatically. It seems that CrazyPill withheld some files for their export through the editor.
Added 1 minute ago
Does this parameter control the movement speed on the map? That is, how quickly does a creature "jump" from one cell to another?
Because we're not using their software; the developers probably had this automated and could do it with a single click.
1) the speed of the movement animation per "step".
2) how many times the animation should play, depending on the animation speed, until the creature reaches the desired square.
Added 22 minutes later
By the way, you mentioned earlier that the new animation doesn't work well in cutscenes; is that still the case?
The fact is that animations cannot be exported through the editor; the editor complains about the lack of files containing the export settings.
Added 2 minutes later
I've noticed that you often say "fact" and "I'm one hundred percent sure," but the information isn't always correct. I'm not trying to "attack" you, but I think it's best not to be so confident about things that haven't been fully verified.
Added 47 minutes later
Elu, to tilt the skeleton using the "global" bone, it must be the root bone (meaning the highest in the hierarchy) for all other bones in the skeleton. By the way, it might seem strange, but my animations, when tested with animations from Heroes 7, are exported normally without a 90-degree tilt.
I imported the skeleton and already animated it myself from scratch.
Cool! :smile54:
By the way, many creatures don't have animations for stir and happy – it would be really cool to finish what the Nival developers didn't implement!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
And again, it's very difficult, almost impossible, to create complex animations using only one skeleton that was exported from Heroes 5. Without a headache, you can only normally do something on the level of "moving the model a couple of meters." (I'm talking about the movement animation for the ballista from Footman, by the way, it's a cool idea.)
But in general, when an animator creates an animation, they have various control elements attached to the skeleton that allow them to do their job properly.
This entire structure (a model with skinning on a skeleton and control elements for animation) is called a "rig" in the industry, and there are often separate people who create such a structure. By the way, it's a very in-demand profession in game development.
In short, to create normal animations, you first need to set up this "rig." In fact, Elu has already started doing this by attaching an inverse kinematic system to the skeleton. If someone manages to properly set up the skeleton and control elements during the process, it would be helpful to share this with the Community.
But, given our level of knowledge, it would be optimal to find a way to export normal animations from Heroes 5 and edit them (especially since such a method definitely exists). There's a lot of room for creativity here, without requiring special skills. You can simply slightly modify an animation, create an animation from different parts, and often you can reassign an animation from one creature to another, or create an animation from parts of different creatures. For example, I created an animation for a plate armor unit with an orcish flail on a chain (by reassigning the animation from orcs) and an animation for a foot pikeman (by taking the leg animation from Nicholas and the torso animation from an Empire rider). Then I deleted all the animations because I didn't think of how to import them into the game.
I haven't seen many people with good animations, but who doesn't have them?
And again, it's very difficult, almost impossible, to create complex animations using only one skeleton that was exported from Heroes 5. You can only normally create something on the level of "moving the model a couple of meters" without any headaches. (I'm talking about the movement animation for the ballista from Footman, by the way, it's a cool idea.)
But in general, when an animator creates an animation, they have various control elements attached to the skeleton that allow them to do their job properly.
This entire structure (the model with skinning on the skeleton and control elements for animation) is called a "rig" in the industry, and there are often separate people who create such a structure. By the way, it's a very in-demand profession in game development.
In short, to create normal animations, you first need to set up this "rig." Elu has already started doing this by adding an inverse kinematic to the skeleton. If someone properly sets up the skeleton and control elements during the process, it would be helpful to share this with the Community.
But, given our level of knowledge, it would be optimal to find a way to export normal animations from Heroes 5 and edit them (especially since such a method definitely exists). You can go wild here without any special skills. You can simply slightly modify the animation, create an animation from different pieces, often you can reassign the animation of one creature to another, or create an animation from pieces of different creatures. For example, I created an animation for a plate armor unit with an orcish flail (by reassigning the animation from orcs) and an animation for a foot pikeman (by taking the leg animation from Nicholas and the torso animation from an Empire rider). Then I deleted all the animations because I didn't figure out how to import them into the game.
I don't remember... but there are such creatures!
By the way, I haven't gotten to the revision of the compiler with my developments for Heroes 5 yet... all sorts of utilities and plugins should remain, the only thing is that all this is scattered across a bunch of flash drives and hard drives! :smile04:
So, I uploaded the skeleton-axeman animation and moved some of its arm and leg bones because I armed it with a halberd... but during the movements, the halberd's shaft passed through the leg... in the end, I just broke the halberd's shaft and added the lower part of the shaft to the hand with the shield, and instead of the sword - the upper part... essentially the same axe... creature #296 (not published on my page, I don't remember why - this is a test version from 01/03/2012)

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1