The crossbow looks the same whether the character is in attack pose or not. It doesn't "bend." If the crossbow from Heroes 7 is larger... then you can simply increase the size of the crossbow from Heroes 6 to match. What's the problem?
I'm saying that this is a simpler solution than editing a bunch of animations.
Or, as an alternative, you could take the crossbow model from Heroes 7 and use it for the model in Heroes 6.
Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic.
Yeah, it's a more or less decent option.
Added 1 minute ago
By the way, as an alternative, instead of a bird, you could attach some kind of griffin to his helmet?
By the way, as an alternative, instead of a bird, you could add a griffin to his helmet?

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Awesome! :smile54:
Why are half of the animations missing?
There's an idle animation, damage and death animations, and at least one of either a cast, attack, or shooting animation. Many "combat units" have all the other animations as well, including stir and movement, and even a "funny" animation. If they don't, then the attack/shooting/cast (meaning if any of these exist) can easily be used as a cast/shooting/attack (meaning if any of these are needed).
So, does that mean that the entire "half" of the missing animations is just one movement animation? (which isn't always missing).
For the Gloomstalkers, this isn't a problem; they can simply "float" in space while playing the idle animation during movement. This isn't a problem at all. For the Zealots (if they don't have a movement animation), you can basically do the same thing.
If anything, I completely understand the reluctance to deal with this, but I don't see the point in justifying it by inventing problems out of thin air.
Added 6 minutes later
Regarding the Manticore, by the way. The differences between the unupgraded and upgraded models are minimal (horns and tail).
But there are very big issues with the original animation (the horns fall into the mane, the tail has a break, the animal itself almost falls face-first onto the ground). These are all issues that were present in the original game.
FrozenSoul was fixing all of this quite recently, and it was looking very good; the work was almost finished, but I haven't received any new updates from him on this topic lately, so he may have abandoned the Manticore.
They don't have attack, attack critical, move, ildeBridge(stir00), ildeSpecial(stir01); this applies to the Zealots and Gloomstalkers, and instead of the original attack, they have ability; the animation is simply named attack.
It's all the same as I wrote above. The “ability” can be used both as an attack and/or as a cast.
Progress on the Solar Knights: there were major problems skinning the model correctly; although it exported properly, it saved with the wrong bones (on the horse skeleton). I had to do some magic in Maya to copy the skinning onto the correct bones. The rider himself is ready; there are even more problems with the horse – part of the skeleton has moved somewhere completely unclear, and I’m not sure if its skinning was exported correctly either.