Posts from Guide on adding a new model, animation, and creature to HoMMV
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The Arkhangel 0.5 program has a significant drawback: it incorrectly applies Vertex Colors, which causes the models in the game to appear overexposed and too bright. Is there a solution to this problem?
In 3Ds Max, for example, you can edit the vertex colors
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
I have a set of textures, an FBX model, and an SMD file for it. It seems that the texture mapping is done through the SMD file because the exported FBX doesn't have any materials. But that's just the first issue. The main question is: is there a way to remove the skeleton from the model in Maya 2009? Because when I delete the skeleton, the model disappears (by the way, the model's size and position also depend on the skeleton), and if I leave the skeleton, the editor complains about more than two skeletons in the model during export... Unfortunately, I don't have 3ds Max, and I don't want to buy it either.
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I have a set of textures, an FBX model, and an SMD file for it. It seems like the texture mapping is done through the SMD file because the exported FBX doesn't have any materials. But that's just the first issue. The main question is: is there a way to remove the skeleton from the model in Maya 2009?
I don't have 3ds Max, unfortunately, and I don't want to buy it either.
I didn't bother and just downloaded a keygen; someone uses the student version, which, as far as I know, is also quite easy to get.
I have a set of textures, an FBX model, and an SMD file for it. It seems like the texture mapping is done through the SMD file because the exported FBX doesn't have any materials.
Deleting the skeleton causes the model to disappear (by the way, the model's size and position also depend on the skeleton), but leaving the skeleton in place causes the editor to complain about more than two skeletons in the model during export...
I've tried different methods, but there's a fairly simple way (but my knowledge is limited to 3Ds Max, which is why I found a way to avoid using Maya):
1) Load the model with the skeleton, make the necessary changes to the size and position of the main bone of the skeleton (as a result, changes will occur to the model itself, which is attached to the skeleton).
2) Export the model with the skeleton to SMD. If the model has one material, it will be merged into a single mesh during export; if there are several materials, there will be several independent meshes with different materials (and the "Multi\Sub-Object" property will be added to all materials, which can then be removed if necessary).
3) Delete the model, leaving only the skeleton, go to the "Bone Tools" bone settings, select all the bones of the skeleton, and click the "Reset Stretch" button. Save the skeleton separately (you can save it in the 3D Max format).
4) After that, you can load the separately saved skeleton and then import the previously saved SMD file with the model on top of it (and you will get a model and a skeleton of the same size and orientation in space).
Unfortunately, I don't have 3ds Max, and I don't want to buy it either.
I suspect the problem is an incorrect conversion from SMD to FBX.
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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I found a way to relatively easily transfer animations from one similar skeleton to another.
This way, you can, for example, give the animations of one unit to another, adapt animations from the fifth game for units from the seventh, and so on.
I'll describe it simply, using humanoid creatures as an example.
It's done in three steps.
Step one.
We import the target model with its skeleton. That is, the one to which we will transfer the animation.
We create a CAT skeleton for it in Max.
https://m.youtube.com/watch?v=G47NnPXsPHM
Step two
We link the original skeleton of the imported model to the new CAT skeleton.
https://m.youtube.com/watch?v=vbLYE76v50s
Step three
We import the model with the skeleton and the animation that we will transfer.
And, using the principle of mocap projection, we transfer this animation to our CAT skeleton.
https://m.youtube.com/watch?v=BGtUBwWaZ8s
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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Find the user Esto100nec on the forum; there's a link to his disk with files in his signature; it will contain the "Archangel" program and, most likely, instructions on how to use it.
Added 4 minutes later
To be honest, here's why I need it: I really want to create a mod for either Attila: Total War or Troy: Total War, specifically based on Heroes of Might and Magic 5. There are two options: the first is to extract everything from Heroes and implement it, and then enjoy the result... The second option is worse: to create everything from scratch, models and animations, insert them into the game, and again enjoy the result... But if I can manage the first option on my own, albeit slowly... Then the second option requires a team...
In principle, is this possible? I mean, can you extract the model and animation files?
You can also load the model into 3ds Max after pre-processing the model file from the game using the mesh2wrl_by_CrazyPill program (without the skeleton).
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 principle, it is possible – if I remember correctly, with the help of ARCHANGEL, you can extract the model and skeleton that are not linked (then you need to do skinning of the model), and with the help of a plugin for 3DS Max 2008, you can load the skeleton and animation.
Also, the model can be loaded into 3ds Max, after предварительно processing the model file from the game with the program mesh2wrl_by_CrazyPill (without the skeleton).