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Posts from Guide on adding a new model, animation, and creature to HoMMV

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#140
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Found a possible bug. My Maya file isn't being read by the editor. Does anyone have flexlm for Maya 6.0?

Added 45 seconds ago
footman
The skeleton seems to be fine, but the skinning is completely missing, and the smoothing is also absent.
If Blender has an FBX export option, you should do this: Blender>FBX>Autodesk Maya 2009/2010>MA>Alias Maya 6.0/6.0.1>MB>game format.
I did it that way. It seems the problem isn't with the skeleton, but with the editor, as it doesn't want to work. I wrote about this in the previous message.

Added 3 minutes ago
I'm attaching a screenshot of the log.
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#141
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Which Maya version did you export from? The screenshot shows an old version.

Added 1 minute ago
If you are creating a creature based on a Nival model, you cannot modify the skeleton (add new bones or change the hierarchy), and the original Nival skeleton must be used during export.
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#142
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That's what's unclear. I have Maya 2009 and Maya 6.0 installed. I have no idea why the log says Maya 10. It should be Maya 6.0.
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#143
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Reinstall Maya 6.0; the editor is likely referencing Maya 2009. After reinstalling, the error should disappear.
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#144
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The error is gone, but the model still doesn't appear. I'm attaching the .ma file exported from Maya 2009 and the .mb file from Maya 6.0.
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#145
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Try importing the model without using a skeleton.
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#146
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The export process fails and displays the following error:
heroes of might and magic 5 tribes of the east\data\bin/GrannyGeometries/6448E97F-806F-40A4-B2FB-9E172E479F6D contains more than 1 model, cannot proceed.
Granny file \Characters\Heroes\NewHero.xdb#xpointer(\Model) contains more than 1 model, cannot proceed.


Added 7 minutes later
I didn't do it quite right, the export process completed successfully now. The problem is that the model still isn't displayed.
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#147
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Delete the newmodel_Global bone, select CCC940C_01, hip, and press ctrl + g; a group will appear, name it global.
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#148
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Is this how it should be done?
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#149
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Yes

Added 42 seconds later
And remove the Global bone, because of it, the group is labeled as Global1
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#150
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It works! In the editor, at least. Now I'll check if it works in the game. Thank you very much for your help!

Added 10 minutes later
In the game... the model is there, but it's completely black, and there are no animations. Something needs to be done...
In reply to Elu
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#151
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Elu
It worked! In the editor, at least. Now I’ll check if it will work in the game. Thank you very much for your help!

Added 10 minutes later
In the game... the model is there, but it's completely black, plus there are no animations. Something needs to be done...

The model is black – solutions:
1) In the xdb file that controls the texture, change the parameter "AddrType"CLAMP"/AddrType" to "AddrType"WRAP"/AddrType"
2) See point Texture or part of it is displayed incorrectly in the game. How to fix? /topic/at/1173808/

Added 2 minutes later
Animations won't work because, as I mentioned above, you don't have skinning (model attachment to bones).
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#152
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So, I need to somehow re-link the skeleton to the model. Great... I always dreamed of doing modding, I told myself five years ago. Because it's so wonderful, and errors never occur! Sorry, my brain is a bit fried right now. Added after 29 minutes I've fixed absolutely everything. Hooray! Everything works, but now I need to work on new animations. Added after 20 minutes I found another problem - the correct linking of the skeleton. I need to find a balance between rigidity and elasticity, otherwise the animation breaks. But this is not directly related to the topic; I will need to do this either in Blender or somewhere else.
In reply to Elu
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#153
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Elu
Wonderful... I always dreamed of getting into modding, I told myself five years ago. Because it's so great, and errors never occur!
True. So true.

Added 3 minutes later
Regarding skinning. If the model isn't too different from the Heroes of Might and Magic III model, you can copy the skinning from the Heroes of Might and Magic III model to the new one. And make minor adjustments where needed.
Regarding animation, if the skeleton is from the Heroes of Might and Magic III model and hasn't been changed, you can use animations from the game.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#154
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My model isn't significantly altered, and the skeleton fits. I just need to choose the correct skinning parameters to avoid it being too rigid or too elastic. In the first case, the animations cause the polygons to protrude stiffly, and in the second, the hero turns into some amorphous entity. I need to find a balance, which is what I'm working on right now.

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