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#309
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zahar0z
Rotation is essentially bone animation. The artifact's geometry is attached to a bone, and the bone rotates using keyframes.
If you simply place geometry without bones or with incorrect bones, how will it start working with the old animation?
You need to attach the new geometry to the old bone. This can be done using an effect or normally in a 3D editor.

I'm doing it the same way as in the Estonian's video. In Maya 6.0, I press Skeleton --> Join Tool ---> center this Join Tool ---> in the list, using the middle mouse button, I drag the imported mesh into this bone ---> I rename it to Global ---> I select it --> Edit ---> Group ---> I rename it to Global ---> I export it.
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#310
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Okay. It seems that the rotating bone for artifacts is not a global item.
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#311
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In my opinion, for artifacts, "Artefact" is the right term.
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#312
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}{0TT@6bI4
In my opinion, the bone for artifacts is indeed called "Artefact".
Yes, yes, I looked at that and then tried to export the bone and the group with the name Artefact.

The result is the same.
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#313
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Okay. It's not enough to just export this bone; you need to link the model to it. Or, I assume, the model doesn't bend here, so you can simply make it a child of the rotating bone.
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#314
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Waterfall_13
The result is the same.

There can be several solutions: - The model lacks a skin modifier that is "bound" to a Bone ; Do not create a Group and a Bone with the same name.
Waterfall_13
Then I tried to export the Bone and the Group with the name Artefact.
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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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#315
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vova2112

There could be several solutions: - The model is missing a skin modifier that is "bound" to a Bone.

I think so, it's missing. This is an archangel ripped from the game, his sword has been removed, and he's being re-introduced into the game. Essentially, it's a new mesh. And it clearly doesn't have its own bones, or at least that's what I think.
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#316
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Basically, I created a bone named Artefact (in the .xdb of artifacts, everything usually refers to it) and bound all the artifact's points to this bone at 100%. So, like, the model skinning is completely tied to it.


I sent it for export, loaded it into Maya 2009, exported it to Maya 6.0, and in 6.0 I created a Joint Tool named Global according to the tutorials, then a Global group, and tried to load everything into the editor. The result is the same (the artifact doesn't rotate). The internals of the .xdb say that Global is considered the bone.

How does it work then for finished models that have their own skeleton of bones? They aren't created from scratch in Maya 6.0, they are just re-exported (even in the Estonian's video it's like that; he just ran a randomly downloaded model through two Maya programs to get the required .mb file).
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#317
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Waterfall_13
I created it according to the Joint Tool tutorial with the name Global, then created a group called Global and tried to upload everything to the editor. The result is the same (the artifact doesn't rotate).

As I see it, but this is not certain, you need to do the following: - Create a bone (with any name, even "Petrushka"), attach the model-mesh to it, and then there are several options, choose one of the following:
a) Create an additional bone named GLOBAL and link the bone responsible for the model's animation to it.
b) Create a "HELPER" (Dummy or Point) with the name GLOBAL and link the bone responsible for the model's animation to it.
c) Combine the bone responsible for the model's animation and the model itself into a group with the name GLOBAL.
The main thing is that there should be no identical names, because during export, a dilemma will arise as to what will be the main one.
Waterfall_13
Joint Tool with the name Global.
or
Waterfall_13
group with the name Global.
🤪
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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#318
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vova2112

As I understand it, though this isn't certain, you need to do the following: - Create a bone (with any name, even "Petrushka"), and attach a model-mesh to it. Then, there are several options; choose one from the following:
a) Create an additional bone named GLOBAL and link the bone responsible for the model's animation to it.
b) Create a "HELPER" (Dummy or Point) named GLOBAL and link the bone responsible for the model's animation to it.
c) Combine the bone responsible for the model's animation and the model itself into a group named GLOBAL.
The main thing is to avoid having identical names, because this will create a dilemma during export, as to which one will be the main one 🤪

All of this sounds like


A video tutorial would be great, I don't really understand text (((
Okay, thanks for the answer, at least it's something
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#319
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Good day!
Has anyone tried (or perhaps knows how) to implement unique ballistae for each faction?
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#320
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cohopx
Hello!
Has anyone tried (or maybe knows how) to give each faction a unique ballista?

I thought about this a long time ago. I considered all sorts of makeshift solutions. I don't think it's possible to do this properly.
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In reply to zahar0z
#321
Please, I need help !
I followed the manual, but the crack versions of Maya you gave can't work, I always get Licensing issues, even when following the instructions about FlexLM. So I downloaded a trial version of Maya 2022 to see if I could succeed whatsoever, but it doesn't seem to work... When arrived at step 2.3, configuring the H5 editor and converting the .mb file, I can't go any further. Actually, I can just create a new model object, but when trying to export the skeleton, this is what happens in the log window : "Starting Maya interactive session... Maya session start failed : Create process failed : the specified file can't be found." I guess it happened because the plugins you uploaded just work with a specific version of Maya, a version I'm currently unable to get. Does any of you have an idea ? Could someone give me a proper link for Maya 6.0 and clear instructions for the license issue ?

I'm sorry to "spam" the conversations, but I'm so pissed of : I spended (several times) hours of work, understanding the manual and following the steps, installing 3DS and Maya, only to be rewarded with Error messages.
Hope someone will find a solution to my problems.

Thanks in advance and sorry again
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#322
Sylannh

link for Maya - Alias_Maya_6.0.1_Unlimited.rar
instructions for the license:
Activation - In the folder with the MAYA 6.0 program, there is a BIN folder, copy the file (Alias_Maya_6.0.1_Unlimited[FINAL]\Cracks\maya6kg[best]\maya6kg.exe) and run. The creator of aw.dat, move it to C: \ FlexLM \ Most likely the FLEXLM folder you will not have, create. Now in the bin folder, the maya6kg.exe file can be deleted. Run the program and enjoy.
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
#323
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Thank you very much, it finally worked! Although I can't understand why it didn't work before, I now have Maya 6 on my computer. I will retry all the steps later and see if I can finally import some models.

Added 1 hour 25 minutes ago
Okay, here's what I get now, and I don't know why...

https://www.mediafire.com/view/8010qopkf8ajb3z/Sans_titre.png/file

Added 4 minutes ago
Also (and it may be part of the problem), my Maya 6 version can't import .fbx files. Every time I try, it says "Unrecognized file," so I tried with .obj files and eventually got the issue explained above. Any solution? Did I miss a plugin installation or something?

Added 3 hours 0 minutes ago
Okay, I think I get it: every time I was skipping the .smd import/export step. But actually, I can't do it: I only had a free trial version of 3DS Max 2022 (and the SMD plugins don't work with it); I found elsewhere a version of 3DS Max 7, but it can't properly read the files I want to import. So I need another version... If I'm correct, Zahar has the 2018 version.

Can anyone send me a link to a cracked version of 3DS Max that would match all the conditions? Preferably, one where the instructions are not written in Russian, but I should get through it whatsoever. Thanks in advance!
(Again, sorry to spam, but I'm kind of helpless)