Posts from Guide on adding a new model, animation, and creature to HoMMV
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And what causes the normals to be flipped? In Zbrush, Blender, and 3ds Max, everything looked normal, but in Maya, it's hard to tell.
I mentioned that you need to check it in a 3D editor (Zbrush, Blender, and 3ds Max). If you checked it there and everything looks normal, then the problem isn't with them, so I must have been wrong.
Footman described the problem of disappearing polygons in general terms
I haven't encountered it myself, and certainly not in such a critical form as here.
But I think the first thing to do is to check the UV mapping. See if it breaks, and if so, at what stage.
P.S.
Waterfall might also be right, and the problem might be with flipped normals. To check this, you can simply apply a two-sided material to the model.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
Here's an example:
frames 19.20, distance 1.08, duration 0.8, my calculation 1.08÷0.8=1.35
Calculation using the formula ((10÷19.20)×3)×1.08 =1.6875
Added 6 minutes later
But, in any case, your formula seems to be better than ours with FrozenSoul, as it is shorter and simpler.
Added 12 minutes later
Well, in principle, it sounds logical. We divide the number of frames by 24 to get the animation's duration in seconds. Because 24 frames per second is the standard frame rate. Next, we divide the distance by the time to get the speed. It's funny how we didn't figure this out before. Someone needs to thoroughly check this formula. In theory, it should work normally, but it's always better to check. It seems that it is better than the one that FrozenSoul and I wrote earlier.
P.S. I hate math. I did everything intuitively.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
After importing into Maya, I assume the animation adjusts to a 24 fps (the default fps in Max is 30), which is why the frame values become so uneven.
I've updated the information in the guide. I replaced our formula with FrozenSoul's, and of course, I mentioned that you came up with it. Thank you for your contribution.
Added 5 minutes later
P.S. Show me at least what model you're adding to the game. I'd like to see a screenshot or two. ))
By the way, comrades, who could slightly modify the animation of a standard skeleton's (not an archer's) hand holding a weapon?! It needs to be moved to the right so that the shaft of weapons like spears or halberds doesn't clip through the bones of its right leg?!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Updated the guide. Replaced our formula with FrozenSoul's, and of course, I mentioned that it was your idea. Thanks for your contribution.
P. S. At least show what model you're adding to the game. I'd like to see a screenshot or two. ))
Psatkha
Send the file. I'll take a look; it shouldn't be too difficult.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
In the editor, select the BasicSkelAnim table section and create a "New Object" through the context menu. And then you know what to do. _
In general, as I understand it, the files with the .ges extension, such as settings_skeleton.ges, which are included with the map editor for exporting skeletons and models with animations, are settings for the Granny exporter and can be used when exporting from Maya or 3Ds Max
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков