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The third option is very complex to implement: an aura around the Titan, and let it shoot lightning bolts like a Tesla coil. There will definitely be no misunderstandings here.
You can apply this effect to that action; I think it would be very harmonious! :smile26:
Someone in the group is complaining that the Titan doesn't break apart into pieces after death and that the corpse is too large. They also don't like the lightning effect. Guys...
I urge you to moderate your demands a bit. There are objectively flawed things (like the desynchronization of the attack and damage animation, or the arrow that moves through the creature and back into the quiver after being fired), and there are things that are a matter of taste (Titans breaking apart, and a more refined lightning animation).
Don't think that I'm reacting negatively to criticism; I generally agree with everything (especially about the Titans breaking apart, as it causes gameplay inconveniences). But if any of you are willing to wait another month for the mod because of these minor details, I'm not willing to spend another month working on it. So, I'm sorry.))
I want to make everything as good as possible, but these "Tesla coils," "breaking apart," and other things... let's tone it down a bit and think about what we want more: Tesla coils on this Titan, or, for example, a mermaid? In the end, there are many objectively more important problems that we should spend time on (the aforementioned desynchronization of attack and damage animations, or the arrow that moves through the creature and back into the quiver after being fired). Plus, the Kraken isn't a very good fit for Heroes 5. Because of its tentacles, it has to be heavily compressed, but it still "sticks" into adjacent models with its tentacles during certain animations. Plus, it becomes smaller overall, but its head still "gets stuck" in almost any large enemy creature standing opposite it.
Everything is fine, don't get worked up. Indeed, it's better to do more; I just suggested it, in case you also get inspired by this idea. But I think it will be quite remarkable in any case.
Regarding the desynchronization between the fist hitting the ground and the lightning strike, the same issue occurs here. If the lightning is triggered earlier, the creature will play the damage animation before the lightning actually hits it, even a couple of seconds before, or even when the lightning has already disappeared. We just weren't lucky with the attack animation of the Titan from Heroes 7; what can you do? If you adjust it to the timing, it looks awkward (too slow or too fast, etc.). The Titan actually has two attack animations, but I only use one because in the second one, it just stomps its foot next to itself, which doesn't look good at all.
However, there is one option that could be implemented. We could add a piece of the ranged attack animation to the beginning of the melee attack animation, where the Titan forms a green sphere. This way, the Titan would first form the sphere and then hit the ground. This would solve two problems at once: it would create a "Tesla coil" effect and provide the necessary delay for the timing to work correctly.
But I probably won't bother with all of this because I'm already tired of doing what objectively needs to be done, without any subjective preferences. But who knows, maybe I'll implement this later, what I described above. Because the idea is actually good, it just requires more time to implement than it's worth.
Added after 45 seconds
Ment
crumbling titans? That's too complex to implement. We need to create a deadcharacter, split the titan into pieces, and create a new dead animation (I don't think reworking the existing animation is a more reasonable solution). Or we could try to create a crumbling effect and make the mesh disappear from the arena, but it's unclear how the developers managed to make the disappearance effect remain in the gr2 animation and be tied to specific mesh names, and the crumbling effect cannot be imported.
crumbling titans? That's too complex to implement. It would be better to create a deadcharacter, split the titan into pieces, and create a new dead animation (I don't think reworking the existing animation is a more reasonable solution).
That's correct. Therefore, I probably won't be doing this. Although it's not rocket science, it's quite tedious and would take about a day, and in my opinion, it's "not worth it."
Regarding the issue of the Titan attacking with its hand from too far away, regular Titans have the same problem, but only with larger creatures. I don't see any reason to worry about this, especially since the animation isn't designed for logical realism, just like the one where it attacks with its foot.
try to create a crumbling effect and make the mesh disappear on the arena, but it's already impossible. It's unclear how the developers managed to make the disappearance effect remain in the gr2 animation and be tied to specific mesh names.
I'm not entirely sure how the developers did it. However, the visibility of specific objects can be set and linked to keyframes in Max. A bone transmits visibility to child objects.
Thus, if you make the model a child of a specific bone, and then create a disappearance animation on that bone, the specific model will disappear along with it when that animation is played.
The problem is that this doesn't import into the game. Although, when you open it in both Maya versions, it works. Most likely, the developers used this method for invisibility (it seems that the vampire is cut into more parts than necessary because his body becomes invisible, but the sword doesn't). But the developers, unlike us, probably used some other software, and this invisibility was converted into gr2.
So, for now, the only solution for dying and flying creatures like angels is to create a dead character with a texture that doesn't cast a shadow, and then move the final death animation outside the camera's view in the game, preferably far outside. And add some effects there.
Regarding the fact that the Titan attacks with its hand from too far away from the creature, regular Titans have the same problem, but only with large creatures. I don't see any point in worrying about it, especially since the animation isn't designed for logical realism, just like the one where it attacks with its foot.
When you say "regular Titans," do you mean the Academy Titans from Heroes of Might and Magic 7, or the Titans from Heroes of Might and Magic 5? If you mean the fifth game, then everything was more or less normal there. If you mean the seventh game, then yes. As for whether it makes sense or not, that's subjective, of course. I see a reason for it. "Logical realism" can vary to different degrees. It's one thing when a small imp bites a horse on the hoof, and the horse and rider flinch. And it's quite another when a giant statue hits half a meter away from a swordsman, and he still starts to "feel pain," even at the moment when the statue is already retracting its hand. It's not very good. For some strange reason, I see the point in fixing this. By the way, in my opinion, the animation of, for example, spearmen, which you ported, should also be fixed. There's also an effect there: "they strike with a spear, retract it, a second passes, and the enemies start to feel pain."
Added 1 minute ago [/U]Everything was done in Maya, not in Max... so if you want to create this effect, you need to look for tutorials on Maya.
If we follow this logic, "everything was done there, so it should be done there," then let's also bind it to the skeleton and edit the model in Maya. It's so convenient.)) The point is, what difference does it make if it still works in Maya, but breaks only when exported to GR2? footman
Added 2 minutes ago [/size][/color] [/U]The vampire is divided into the body, the sword, and the sword effects; the angels are divided in the same way.
Well, this confirms my theory about how it was done. And in principle, what I described is the simplest way; it's unlikely that the developers would make it more complicated. (a small correction, I definitely remember that the vampire also has a cloak and some details that are separate textures and, of course, are also separate meshes. so, in addition to what you listed, there is one more line)
Added 1 minute ago footman
Look at the Titans from the fifth game as an example, how the Titan kicks the Lich.
Added 3 minutes ago Or other creatures from the same Undead faction.
Do I really need to explain the difference between "slightly off" and "hits half a meter away and doesn't match the timing of the hit/damage contact by more than a few seconds"?
Added 1 minute ago And what's the point of arguing about this? So far, the Titans from the 7th game were the only creature that had this problem with the attack distance. And I've already found a compromise. What's there to discuss? Or do you think it's better to remove the lightning and just leave a "kick"? If so, I think if you saw how ugly it looks, you would change your mind.
And I only adjust the attacks of other creatures based on the timing, so that there is no effect of "they hit with a spear, they retract it, a second passes, and then the enemies start to feel pain."
Added 1 minute ago footman
In general, from the point of view of realism, the Titans should be the size of Transformers-Gestalts (those who have watched will understand what I mean).
Transformers are everything. Good reference, and it's easy to understand. I didn't even have to Google to understand what you mean.
If we follow this logic, that "everything was done there and should be done there," then let's also tie it to the skeleton and edit the model in Maya. It's so convenient. The point is, what difference does it make if it still works in Maya, but only breaks when exported to GR2?
The discussion was about doing everything in Maya, and only fixing what doesn't work that was created in another program.
interesting. so, can you put more than one material into a single mesh? does it then distinguish them by polygon ID?
Added after 42 seconds footman
We were talking about the fact that you only need to use Maya and that what was done in another program doesn't work.
we were talking about the fact that invisibility exported from Max through animation works perfectly in Maya. but it breaks, apparently, only when exporting to GR2. no, if you want to do the same thing in Maya, go for it. but there is a strong suspicion that it will also break during export to GR2.