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Posts from Various mods by zahar0z Auto-translated

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#76
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zahar0z
The point was that it works. It only breaks when exporting to GR2.
Well, I don't know. All the default animations were exported through GR2 Maya, and there are 2 options: either it was made "incorrectly" from the game's point of view, because the disappearance effect is not visible in Granny Viewer, or you need to experiment with the export settings. Alternatively, could you use an animation with the model and this effect? Maybe it will be possible to make it work.
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#77
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footman
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.
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#78
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I'll experiment with the Seraphim when I have time.
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#79
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Good luck. Let me know if you have any useful information.
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#80
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Did you experience this error?
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#81
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no, there was no error. but there was a feeling that the visibility of objects changes abruptly, rather than smoothly as in Max. It's hard to say for sure, in Maya, the animation plays much faster than in Max.
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#82
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zahar0z
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.
In Maya, it compresses to 80%, I don't know why this is happening, and it seems that effects will not be an accessible branch of modding (except for working with the ones that already exist).

Added after 54 seconds
Let's say you have an animation in Max with 100 frames; when imported into Maya, it will output 80.
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#83
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footman
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.
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#84
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Found some old manual on creating a crumbling effect; the object was also made transparent in Maya (not sure if it will help), but I couldn't really make it work. This Maya program is terrible; besides skeleton and skinning, it's not convenient for anything else...
https://render.ru/ru/m.kovalev/post/11531
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#85
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I'm not 100% sure, but I strongly suspect that this isn't quite right. As I understand it, invisibility here is achieved through the material, but it needs to be done through the bone properties. Regarding the "terrible program," on one hand, everything feels awkward because you're not used to it and don't know how to work with it. On the other hand, the version we're using is quite old, and different programs do require slightly different approaches. For example, I find it extremely uncomfortable to work in ZBrush. Working on small details is actually quite pleasant, but when I need to create something specific within a specific timeframe, the program's inconvenient aspects immediately become apparent, starting with the navigation and ending with the functionality. But there aren't really any good alternatives (or rather, there are, but none of them are better for me personally), so I have to get used to ZBrush. Maybe someday I'll spend some time and customize it to suit my needs. Fortunately, this program, like most modern 3D editors, allows you to edit many things to your liking. Added after 1 minute: And did you eventually learn how to do skinning?
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#86
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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 other minor details myself, while everything else is the default knight.

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.
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#87
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footman
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.
What program did you use? Max?
footman
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.
I think it was exported with different settings or something like that.

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.
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#88
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zahar0z
Did you do it in Max?

In Maya 2009, I don't know how to set it up in Max.
zahar0z
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 (there were even bones that weren't in the regular one, for example, bones for the beard), and the old knight was made back in 2004 during the alpha version along with the regular knight.
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#89
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footman

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
zahar0z
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.
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#90
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footman
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!
С уважением, Psatkha (Псатха)

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