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#277
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zahar0z
Good news for everyone interested in exporting models and those who sympathize with them.

Using the asset studio program, you can extract various resources from the M&M X Legacy game, including models from the sixth installment, while preserving the T-pose. Or the A-pose, as in the case of this orc.
The models retain their UV mapping, meaning the textures fit. However, I couldn't immediately extract the rigging and animations. To be honest, I spent about ten minutes on it, so I can't say for sure that it's impossible. I just haven't figured it out properly yet.

But even if a model is exported without rigging, it can still be used, and that's still pretty cool, as this model retains its basic pose. It can be relatively easily re-rigged to a new skeleton.
Or, if you want to be really clever, you can do this: take two models. One from the sixth game, exported using Noesis, with the rigging preserved, and another from M&M X without rigging but in the T-pose. There's an operation where you can transfer the geometry from one model to another if they have the same UV mapping. If you're interested, you can search for more information online. In theory, this could restore the T-pose to a rigged model, and then you could automatically transfer the rigging information to a new skeleton, from the fifth or seventh game. This is all if you're too lazy to rig it manually.

We'd like to give a big thank you to Xuxo for the tip about the asset studio program. He's currently using this program to extract models from another M&M game, namely M&M Dynasty.

Ahem. Finally, a small lyrical digression for those in the know.

Orc warrior from Heroes 6, T-pose 💲💲💲
Cool! Very cool!
С уважением, Psatkha (Псатха)

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#278
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I did some digging in the resources of Might & Magic X: Legacy. Found a couple of interesting things. Reskins of the dark elves from the sixth game, in the style of their forest counterparts. A kappa cub and a wolf cub. Plus, reskins of the rakshasa and kujin from the fifth game.
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#279
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zahar0z
I did some digging in the resources of Might & Magic X: Legacy.

Found a couple of interesting things. Reskins of the dark elves from the sixth game in the style of their forest counterparts. A kappa cub and a wolf cub. Plus reskins of the rakshasa and kujin from the fifth game.

Cool... they are sorely missed in the fifth game ;)
С уважением, Psatkha (Псатха)

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#280
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Here is a link to the textures if anyone needs them.


The textures for Rakshasa and Kujin are already arranged as they are in the game, so you can simply copy the "characters" folder from the archive into your game's "data" folder to view the new reskins in the game or editor.
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#281
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#282
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Even better news: using the asset studio program, it is possible to extract models with a skeleton and skeleton binding from the game Might & Magic X: Legacy. Also, some animations can be extracted. Animations are exported smoothly from one archive, but give an error from others. Perhaps the problem can be solved. Perhaps not. In any case, even without animations, these models are useful because, having a skeleton and a configured binding, they can be relatively easily transplanted onto some skeleton from Heroes 5 or Heroes 6 and used with animations from there.
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#283
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I'm very glad that you continue to engage in modding and provide us with useful information!
С уважением, }{0TT@6bI4
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#284
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I'm not "continuing to work on mods"; I'm just sharing information I've learned in my spare time. Maybe it will be useful to someone, and they will create mods.

And now, some new information. I used Asset Studio to explore the Might & Magic: Dynasty game that xuxo mentioned. You can extract models, textures, skeletons, and animations from this game.
It uses some models from Might & Magic VI and some from Might & Magic VII, but they are more optimized. For example, the pikeman in Dynasty consists of 3.8k polygons, while the same pikeman in Might & Magic VI has about six to seven thousand polygons. Overall, this is good. There is no visible difference, but the load is almost twice as low. However, sometimes certain individual elements, like shoulder pads, look a bit angular, and it's still better to use the models from Might & Magic VI for them.
Another key feature of the models from Dynasty is the new animations for them. Sometimes they look more interesting than the original ones, sometimes worse, but it's still great for variety. The skeletons of the models from Dynasty and from Might & Magic VI/VII are very similar, but unfortunately, they are not compatible by default. However, if you work on it a bit, you can adapt one skeleton to another so that you can use both animations from Might & Magic VI/VII and animations from Dynasty for the model.

In addition, you can extract models of demons from Might & Magic VI with complete sets of animations from Dynasty.

And one more thing. In Dynasty, there are unique models for heroes. I've noticed Crag Hack, Darkstorm, and others. As far as I understand, there are already some heroes from the Ashan faction from Might & Magic V. I haven't figured out exactly who, though. In a future update with necromancers, they will add a model of Kaspar.
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#285
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zahar0z
In a future update with Necromancers, they will add Kaspar's model.
Cool! Incredibly cool!
С уважением, Psatkha (Псатха)

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#287
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I've been looking into the models from Dynasty. In general, it won't be easy to adapt animations from Dynasty to the skeleton from Heroes VI/VII, and vice versa, attaching animations from Heroes VI/VII to the skeleton from Dynasty will also be difficult. It can be done, but it's quite a tedious process.
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#288
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zahar0z
I delved a bit into the models from Dynasty. In general, it won't be easy to adapt animations from Dynasty to the skeleton from Heroes 6/7, and vice versa, attaching animations from Heroes 6/7 to the skeleton from Dynasty will also not be easy. It can be done, but it's quite a tedious process.
That's disappointing...
С уважением, Psatkha (Псатха)

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#289
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zahar0z
I'm not "continuing to work on modding"; I'm just sharing information I learned in my spare time. Maybe it will be useful to someone, and they will create mods.

And now, some new information. I used Asset Studio to explore the M&M Dynasty game that xuxo mentioned. You can extract models, textures, skeletons, and animations from this game. 
It uses some models from the 6th game and some from the 7th. But they are more optimized. For example, the pikeman in Dynasty consists of 3.8k polygons, while in the 6th game, the same pikeman has about six to seven thousand polygons. Overall, this is good. There is no visual difference, but the load is almost twice as low. But sometimes, certain individual elements, like shoulder pads, look a bit angular, and it's still better to use the models from the 6th game for them.
Another key feature of the models from Dynasty is the new animation for them. Sometimes it looks more interesting than the original, sometimes worse, but it's still great for variety. The skeletons of the models from Dynasty and from the 6th/7th games are very similar, but unfortunately, they are not compatible by default. However, if you tinker with them a bit, you can adapt one skeleton to another so that you can use both the animations from the 6th/7th games and the animations from Dynasty for the model.

In addition, you can extract demon models from the 6th game with complete sets of animations from Dynasty. 

And one more thing. In Dynasty, there are unique models for heroes. Crag Hack, Darkstorm, and others have been found. As far as I understand, there is already someone from the Ashan heroes from the 5th game. I haven't figured out exactly who. In a future update with necromancers, they will add a model of Kaspar.
The knight model with a sword looks intriguing... it immediately brought to mind the paladins from the 2nd game and the idea of branching out the T6 creatures of the Order faction =)

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#290
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This is the same model as in the seventh game, but it's more optimized in terms of polygon count and has different animations. I also thought about branching out the Tier 6 units of Haven in that way. I was actually thinking of making the Swordmasters available only at the third upgrade level, to preserve the unique feature of the red versions of the Renegade creatures. To be honest, I'm still not sure if it's a good idea. After all, a guy on a horse is very different from a big guy with a big sword in his hand.
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#291
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New info. Apparently, M&M Dynasty with Necromancers has already been released, but it seems to be some kind of exclusive for China for now.

However, this doesn't stop one from digging into it and poking around the models. It contains optimized own-6 ghouls, vampires, and liches. With new animations that differ from those in 6. There are also skeleton spearmen in this game, which look a bit different here and resemble zombies more.

But the most important thing is, of course, the new hero models. Here is a cool Casper. He's available on horseback and on foot (though the same-on-foot version has cool but meaningless animations in the style of "look how awesome I am, hurry up and donate to me." In their original form, these animations aren't suitable for casting or attacking.)

Anyway, if anyone needs it, download the game from here (thanks to xuxo for the link).

https://m.youxi369.com/apps/4131.html

Open the apk with an archiver, for example WinRAR. Extract the resources, and then they can be unpacked and analyzed using the Assets Studio program. There is plenty of info about this program on the internet, so there shouldn't be any problems.
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#292
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Yeah, Kaspar is great; I would gladly add him to the mod, but I'm definitely not ready to learn everything that's described above just to get him into the game.
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