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In reply to psatkha
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#61
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Yes, I also remember that there was a way to upload animations. Once I figure out the manual, I'll try to test which plugins work properly. Maybe I'll write a text about it too.

And could you show a screenshot of your animation from the skeleton?)
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In reply to zahar0z
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#62
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zahar0z
Yes, I remember that there was a way to upload animations. Once I figure out the manual, I'll try to test which plugins work properly. Maybe I'll write a text about it too.

And could you show a screenshot of your skeleton animation?

The thing is, I managed to import it, but I couldn't export it... In the end, I gave up on all of that and did what I showed in the previous message!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#63
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psatkha
Awesome! :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!
I did create the animation, but it's still very rough, and I haven't been able to get it into the game for some reason. I'll need to spend a lot of hours working on it because before this, I only did simple 2D animation.

While I was exploring the animations, I found out that Archdevils actually have an animation for movement without teleportation. I don't remember ever seeing it. The Death Knight has a special ability (or rather, an animation for it) that looks very similar to the Paladin's special ability animation. These knights are also missing the happy and stir animations. Liches don't have a happy sound, although I'm not sure what sound would be appropriate for them.

There's a lot of interesting stuff, actually.
In reply to Elu
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#64
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Elu
I made the animation, but it's still very rough, and I haven't been able to get it into the game for some reason. I'll need to spend a lot of hours working on it, because before this, I only made simple 2D animations.

While digging through the animations, I found out that Archdevils actually have an animation for movement without teleportation. I don't remember ever seeing it. The Death Knight has a special ability (or rather, an animation for it) that looks very similar to the animation for the Paladin's special ability. These knights are also missing the "happy" and "stir" animations. The liches don't have a "happy" sound, although I'm not sure what sound would be appropriate for them.

There's a lot of interesting stuff, actually.

Yes, the esteemed comrade StetNoel was working on the missing sounds – I need to ask him what exactly he fixed!

And all the unused animations need to be examined to see how they can be used for the missing ones!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#65
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Yeah, considering the Death Knight's abilities, you can definitely create a favorable build for him.
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#66
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In my opinion, the specialization doesn't quite fit. It would be better to have something new.
In reply to Elu
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#67
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Elu
In my opinion, the suggested option doesn't quite fit. Something new would be better.

Yes, something new would be better...

By the way, the animation of the Archdevil's movement – is it possible to extract it from a video in the early campaigns? I seem to remember something like that... what's the GUID?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#68
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psatkha
Yes, something new would be better...

By the way, the animation of the Archdevil's movement – is it possible to extract it from a video in the early campaigns? I seem to remember something like that... what's the GUID?!
A4F12BA4-99BD-4A5D-8F32-EDCD942221A1
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#70
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Recently, someone mentioned that you can add the stir01 animation. This means it will alternate with stir00 in a random order. A question arose: what other things can we add? Is it possible, for example, to add atack03 or hit01? Has anyone checked?
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#71
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you can add absolutely any music, but only the default tracks will play automatically.
Нет войне.
In reply to Gerter
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#72
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Yes, that's what I meant. What other animation names are there that will play? But I suspect there aren't many more. Things like "hit2" and "attack5" probably won't work.
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#73
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I created a new animation, exported it, and it seems like I did everything correctly, but it won't work. I rotated it 90 degrees as needed, but it still doesn't work. What's the problem? I'm attaching the Maya 2009 project that I exported.
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In reply to Elu
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#74
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Elu
I created a new animation, and I exported it correctly, but it won't work. I rotated it 90 degrees as needed, but it still doesn't work. What's the problem? I'm attaching the Maya 2009 project that I exported.

Did you export it from 2009 or from 6?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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#75
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psatkha
Exported from 2009 or from 6?!
From 2009 to .ma, from .ma to 6, and then to .gr2. Everything as in zahar0z's guide.

Added after 11 hours 39 minutes
I solved the problem. I had an extra bone from somewhere. I deleted it, re-exported everything, and the animation started working. But, unfortunately, the animation is still not quite right, so I'll have to work on it some more.

Added after 3 hours 48 minutes
Now the problem is that the animation doesn't "drift". Since I have a new idle animation, the hooves should be in the same place at any point in the animation. I don't know how to lock their movement (if it's even possible), so I have to adjust them at the beginning, middle, and end so that they don't drift in different directions between these keyframes.

Added after 8 hours 7 minutes
Now there is another problem - since I have an idle animation, it should repeat infinitely. It does repeat, but with a delay of one or two seconds between cycles. How can I fix this? No one knows. The animation is only 60 frames long and lasts two seconds (30 frames per second). Do I need a longer animation, or is there something I need to change in the configs or the animation itself?
In reply to Elu
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#76
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The length of the animation timeline in Max before exporting should be equal to the length of your animation. And, by the way, 60 frames might be too much. Now, regarding a completely new animation. Can I be frank? You need to put in a lot of effort to create something with just the skeleton that doesn't look completely awful. And this is an even more challenging task than creating the original animations because the skeleton is slightly distorted after import and lacks control elements. Plus, you chose to animate a horse, not a human, which is even more difficult. But, on the other hand, this really develops useful skills that could theoretically lead to a job in the future. And it would be great if there was someone among the modders for the 5th game who could create animations. (The source and the mixamo are not considered here). If you decide to pursue this path, here's a big piece of advice: research what programs are currently used for creating animations. Practice shows that doing everything in Max is not efficient. For example, they now sculpt in ZBrush. Many use UVLayout for unwrapping. Textures are painted in Substance Painter. Not because you can't do all of this in Max, but because it's faster and more convenient in these programs. As for animation, I haven't worked with it much. When people talk about animation, they usually think of Maya (it's rational to use the latest version, not 6.0). But I remember seeing some program a long time ago that was very convenient for creating procedural animation. I don't remember its name, but I remember being impressed by its functionality and simplicity. I'm sure that this program or its analogue is now widely used in the industry. Search for it, and you'll find something more convenient than Max, and there will definitely be a lot of tutorials and other resources available.

Added 3 minutes later
Or, as an alternative, if you don't want to delve into all of this, look for a way to import animations from the 5th game properly. If you have the original animations, you can easily edit and combine them. I haven't found such a method yet. But it definitely exists because I used to do it that way. I tried importing into Max 7 using a plugin from the source archive the other day. The result is the same as yours: only the first frame of the animation is imported. You need to try other versions of Max and, if possible, find other plugins for GR2. One of these combinations will definitely work.
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