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

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In reply to Waterfall_13
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#216
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And why are the normals getting flipped? In Zbrush, Blender, and 3ds Max, everything looked normal, but in Maya, it's hard to understand.
In reply to ForRest Fay
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#217
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ForRest Fay
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.
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In reply to Waterfall_13
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#218
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Here,
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.
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#219
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Found a way to animate movement without jerky motions. To do this, divide the distance the animated object moved (along the Y-axis, and for proper animation, the movement itself should be in space, not just repositioning the legs in place) by the duration. In turn, the duration can be calculated by dividing the number of frames (specified during import in MAYA 2009) by 24, or you can view it using gr2_viewer. 👌
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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.
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In reply to vova2112
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#220
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The "solution" already exists. You can find more details in this post
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In reply to zahar0z
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#221
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Yes, I saw the formula and used it to calculate, but the jerky movements in the animation didn't disappear. However, using the method I described, everything worked out smoothly. Here's an example: 19.20 frames, 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 And another example with a different number of frames in the animation: 37.60 frames, distance 1.08, duration 1.56. My calculation: 1.08 ÷ 1.56 = 0.6923076923 Calculation using the formula: ((10 ÷ 37.60) × 3) × 1.08 = 0.8617021277. It would be great if someone could test this on their own animation and report the results.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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 reply to vova2112
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#222
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Yes. It probably would have been better if there were more tests. I understand why our formula gives you the wrong value. It needs to use the number of frames not from Maya, but from Max. This is written in the manual. I rechecked your example.
vova2112
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
Both your formula and our formula give the same value. If we use frames from Max in ours, and frames from Maya in yours. Maya compresses frames from Max to 80%, so your 19.20 from Maya would be 24 in Max. Let's run it through the formula ((10÷24)×3)×1.08 =1.35 We get the same value as in your formula.
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.
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#223
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I reworked the animation in Max, adjusting it frame by frame to match the character's step. After a couple of steps, it ends up at the final point, and the distance turns out to be a non-integer number. Also, the animation can be compressed into a smaller number of frames. After importing into Maya, the animation, as I understand it, adjusts to the 24 fps (the default fps in Max is 30), which is why such uneven frame values are obtained. I also saw different animation durations in gr2_viewer. Based on this, I came to the formula: distance divided by duration 😳.
P.S. I hate math. I did everything intuitively.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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 reply to vova2112
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#224
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vova2112
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.
Well, the mystery is solved. And I was wondering why Maya was compressing the animation to 80% of its original duration.

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. ))
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#225
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24 and 30 are common frame rates for timecode!

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?!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to zahar0z
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#226
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zahar0z
Updated the guide. Replaced our formula with FrozenSoul's, and of course, I mentioned that it was your idea. Thanks for your contribution.
And thank you for writing the guide. As for the formula, it was my inattentiveness; I didn't read it carefully, it didn't work out, and I had to frantically click on the calculator and play around with the frame rate until I got something decent.
zahar0z

P. S. At least show what model you're adding to the game. I'd like to see a screenshot or two. ))
Actually, there's nothing to show (just killing time, reminiscing about the past 😥). But since you asked:



Psatkha
Send the file. I'll take a look; it shouldn't be too difficult.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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 reply to vova2112
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#227
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Well, sometimes one person reads something carelessly, starts doing things their own way, and in the end, it turns out even better. That's why I say that collective efforts are always important in modding. Cool. Looks like a guy from Skyrim.
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#228
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I'll also post the files here for exporting animations from the .mb file using the map editor: Add two files (H5_ExportAnimation.mel to the "....\Editor\MayaExport" folder, and BasicSkelAnimExporter.xml to the "....\Editor" folder).
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 .
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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
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#229
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Interesting. But in my opinion, the old method of adding animations to the game by exporting them to gr2 from Maya is still more convenient. Although, maybe I misunderstood something.
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#230
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It's probably easier to use different .ges configuration files when exporting from Maya, separately for the skeleton, model, and animation.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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