The point was that it works. It only breaks when exporting to GR2.
Posts from Various mods by zahar0z
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Well, I don't know, all the default animations were exported through gr2 maya, and there are two possibilities here: either it was made "incorrectly" from the game's point of view, most likely because the disappearance effect is not visible in Granny Viewer, or you need to experiment with the export settings. Or, could you use some animation with the model and this effect? Maybe it will be possible to make it work.
It's quite possible that something wasn't checked in the export settings.
There's also a theory that the object hierarchy might be breaking during import through the editor. I haven't checked this, but in theory, even a correctly exported, working animation with invisibility won't work correctly if the hierarchy is incorrect.
I can't send it right now. Plus, I've already deleted the test files, and I would have to create them again. (This requires not only the animation but also a properly configured model. That is, the part you want to disappear must be a child of the bone for which you will create the disappearance animation.)
I advise you, if you have time, to just sit down and create a test dummy. A couple of cubes on bones.
The object's visibility is set here. In autokey mode, you can set different visibility for different keyframes. This way, the object will appear and disappear. For the bone to transmit its appearance/disappearance animation, the mesh must be a child of that bone in the scene hierarchy.

Added 2 minutes ago
If you manage to figure something out or do something, I urge you to share the information, just as I share it with you. And don't just throw a few phrases and then stay silent on the sidelines with a knowing look, saying "I know something useful, but I won't tell you," as you usually like to do.
No, there was no error. But there was a feeling that the visibility of objects changes abruptly, not gradually like in Max. It's hard to say for sure; in Maya, the animation plays much faster than in Max.
Added after 54 seconds
Let's say you have an animation in Max with 100 frames; when imported into Maya, it will output 80.
Let's say you have an animation with a maximum of 100 frames; when importing it into Maya, it will output 80.
Yes, I know. I think it's related to the fact that Maya calculates frames differently.
Regarding effects, by using and combining the basic effects already available in the game, you can achieve a lot. And no one is stopping you from creating new effects using models.
https://render.ru/ru/m.kovalev/post/11531
Added 1 minute ago
The original model of the old knight has a completely different skeleton, and it's unclear why it wasn't unified with the regular one.
I didn't create it from scratch (there were no test subjects), but there were cases where I had to adjust part of the geometry myself, for example, the old knight from the FEM mod – the book was in a different position, and I adjusted the head and minor details myself, but everything else is the default knight.
The original model of the old knight actually has a different skeleton, and it's unclear why it wasn't unified with the regular one.
Added 30 seconds ago
or maybe it was an early version of the skeleton, and then it was reworked.
Added 18 minutes ago
I'm curious how difficult it would be to reassign animations from one skeleton to another. Technically, it's possible, but how much work it would be and whether it would turn out well is another question.
There's a very good dog model in Dark Messiah. I mean a dog, not a wolf. But unfortunately, this model doesn't have attack or death animations. However, it does have an awesome animation for "stir," where the dog chases its tail, as a normal dog should. In short, we could probably figure something out for the death animation (by modifying the damage animation, as there are about 10 of them there, from different angles and with different impact forces), but the attack animation would have to be created from scratch. I know for sure that it's possible in principle to reassign the movement from the bones of the wolf from G7 to the bones of the Dark Messiah dog, but how much work it will be is still unclear.
Did you do it in Max?
In Maya 2009, I don't know how to set it up in Max.
I think it was exported with different settings or something like that
Added after 30 seconds
or maybe it was an early version of the skeleton and then it was reworked.
Hmm, no, there's a different hierarchy and bone names (there were also some that weren't in the regular one, for example, bones for a beard), and the elder knight was made back in 2004 during the alpha version, along with the regular knight.
as you like to say, mmmmmmm, and then what I already wrote
maybe it was an early version of the skeleton and then it was reworked
)))
Added 2 minutes later
in fact, if you change the bone names while working with the original animation, the animation won't break. I suspect that there's some way to make it so that even when the hierarchy is changed, the animation remains the same.
The original model of the old knight has a completely different skeleton, and it's unclear why it wasn't unified with the regular one.
This is the banned Godric!

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