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

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#155
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Good luck. You can find many different tutorials on skinning, tailored to the specific program you use. This topic is well-covered.
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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#156
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I created the skinning, but it won't import into the game. I noticed that in Maya 6.0, everything started displaying as spheres. I'm attaching the .ma project file. I would be very grateful if someone could tell me what the problem is.
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#158
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Found a way to import animations into Maya without the 20% compression that occurs during FBX import.
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#159
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I haven't yet resolved the issue of importing a new model with skinning into the game. The error log is attached.
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#160
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In Maya 6.0, both the model and the skeleton appear as spheres, although previously, only the skeleton would turn into a sphere when transitioning from Maya 2009 to Maya 6.0. Most likely, I will have to redo everything from scratch in Maya 6.0, but I would like to know if it is possible to solve the problem without doing that.

Added after 22 minutes
Oh, no, the problem is that the model doesn't export at all. It simply isn't there for some reason.
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#161
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I tried to use the export-import function in SMD through 3DS Max, hoping it would improve things. It didn't work. As a result, I'm stuck. If anyone knows how to help me, I'm attaching an archive with the character's .fbx file. I know that one hoof is positioned incorrectly, but I can change that whenever I want. EDIT: Sorry for the three messages in a row; I thought they would be combined. Anyway, I solved the problem – I needed a new version of 3DS MAX, and the SMD export worked with that. If anyone wants to work with models and do skinning, it's absolutely essential to use the specific versions of the programs mentioned at the beginning of the thread. Don't try to be like me and do everything through other versions, thinking it will work. BE SMARTER THAN ME. EDIT2: Well, I give up. Forget it. The attempt to fix this failed.
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#162
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Elu
I tried to implement the export-import function for SMD files through 3DS Max, hoping that it would improve things. It didn't work. As a result, I got stuck. If anyone knows how to help me, I'm attaching an archive with the character's .fbx file.

I know that one hoof is positioned incorrectly, but I can change it anytime.

EDIT: Sorry for the 3 messages in a row, I thought they would be combined. Anyway, I solved the problem - I needed a new version of 3DS MAX, and the SMD export worked there. If anyone wants to work with models and do skinning, it is absolutely important to use the specific versions of the programs mentioned at the beginning of the thread. Don't try to be like me and do everything through other versions, thinking that it will work anyway. BE SMARTER THAN ME

EDIT2: Well, I give up now. Forget it. The attempt to fix this failed.
Try exporting with the skeleton from this archive.
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#163
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footman
Try exporting with the skeleton from this archive.
I found it amusing; it's pretty cool too.
footman :smile14: Esto100nec1
Spent a week working on my own installer with the option to choose between Russian or English localization for Tribes of the East 3.1. Now I'm making my own expansion, Witch. In general, I'm currently developing a map editor and adding new objects little by little.
And you are still tinkering with Heroes. Do you mind if I take that bald guy on a pony from /topic/14533/ and put him in the editor? But it's not 100% certain.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
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#164
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Esto100nec1
I found it amusing too; it's pretty cool.
footman :smile14: Esto100nec1
I spent a week working on my own installer with the ability to choose between Russian and English localization for Tribes of the East 3.1. Now I'm making my own Witch expansion. In general, I'm currently developing a map editor and adding new objects little by little.
And you're still tinkering with Heroes. Do you mind if I take that bald guy on a pony from /topic/14533/ and put him in the editor? But it won't be 100% accurate.
I don't mind; I haven't cared about my old mods for a long time.

I was messing around with creatures from the sixth game whose animations and skeleton were transferred to the seventh: pikemen, crossbowmen (unfortunately without a crossbow), cavalry (it wasn't possible to create the disappearance effect like in the original dead animations), destroyer, and snow golem will be the last one; there was a failure with scorpius... Chinese developers of the expansion are to blame for everything.
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#165
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footman
Try exporting with the skeleton in this archive.
The question is, how exactly? Should I convert the .ma file to .mb and then follow the instructions in the first post, or is there another way?

Added after 22 minutes
Importing into Maya 6.0 doesn't show the model, so I'm not sure. I'm attaching the latest version of my file, as the file I attached earlier is outdated.
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#166
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Elu
The question is, how exactly do I convert a .ma file to .mb and then follow the instructions in the first post, or is there another way?

Added 22 minutes later
Importing into Maya 6.0 doesn't display the model, so I'm not sure. I'm attaching the latest version of my file, as the file I attached earlier is outdated.
I haven't checked Usp; I've made corrections in this archive.
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#167
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footman
Usp didn't check, I fixed it in this archive.
The model works, not counting the skinning errors that I made. What exactly did you do to make everything work?

I also have another question - a couple of polygons disappeared from the model when added to the game, in the jaw area. I didn't change these polygons when editing the model, and they are still visible in Maya.
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#168
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Elu
The model works, despite the skinning errors I made. What exactly did you do to make it work?

I also have another question – some polygons disappeared from the model when I added it to the game, around the jaw area. I didn't change these polygons when editing the model, and they are still visible in Maya.

I imported the model into 3ds Max, resaved the model in smd format, imported it back into 3ds Max, exported it to Maya 2010, and then copied the skinning onto the model.

Regarding the polygons, you made a mistake; I have nothing more to say.
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#169
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footman
I imported the model into 3ds Max, resaved the model in smd format, imported it back into 3ds Max, exported it to Maya 2010, and then copied the skinning to the model within Maya. That's all.

Regarding the polygons, you made a mistake; I have nothing more to say.
Interesting. I'm working in Maya 2009. I did the SMD part, but it seems like I didn't do something correctly. Thank you for your help; I'll go and fix all my mistakes, and hopefully, everything will finally work as it should.

Added 41 minutes later
I understand the polygon issue. The character's jaw is only 1 polygon thick, and polygons have a property to be displayed either on one side or on both sides. In my case, only one side of the polygon is displayed. How can I make both sides visible?

Added 20 minutes later
Or, alternatively, how can I change the direction in which the polygons are displayed?
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#170
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Elu
Interesting. I'm working in Maya 2009. I made a point in the SMD, but it seems like something went wrong. Thank you for your help, I'll go fix all my mistakes and maybe finally everything will work as it should.

Added 41 minutes later
I understood what the error with the polygons is. The character's jaw is 1 polygon thick, and polygons have a property to be displayed either on one side or on both sides. In my case, only one side of the polygon is displayed. How can I make both sides be displayed?

Added 20 minutes later
Or, alternatively, can I change the direction in which the polygons are displayed?

The horses' jaws are 2D, and 2D elements usually duplicated by inverting the duplicated side... but in your case, the jaw is completely broken: some polygons are facing one way, and others are facing the opposite way.