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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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#4066
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Ghoul Djinn
Something like this Djinn, but with a face, and he also has a hoodie, a blue and yellow one.

Added 2 minutes ago
Fantasy Djinns
Not quite, but similar, a modern version.

Added 1 minute ago
Heroes of Might and Magic Djinn
Brilliant! Just slightly modify the hoodies and hoods, and it's ready.
Одна голова хорошо, а две - уже не красиво!
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#4067
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The hoodie raises questions, haha. I'm even curious how it will look. I know it's supposed to be futuristic, but I'm a fan of classic fantasy; I love princesses, dragons, and heroes.

Added 35 minutes later
Although, in principle, I accept some "ancient technologies" that are actually very modern, but with a focus on stylization, so there aren't just computers and phones – let everything run on magic.

Right now, I'm creating chaos dwarves from the underworld, but they don't actually live in the underworld; they live on an artificially created piece of stable space in the world of magic. It's an ancient station for extracting pure magic (which the dwarves put into their guns).

They got there through a portal at the golem factory (where the light-aligned golems come from), but it was destroyed, and the dwarves were cut off from the material world, so they had to find another portal – to the Titan factory where the scholars hang out.

Entities from the world of magic (Ifrits) helped them open the portal; later, the dwarves will learn to create bodies for them (Chaos Titans).

With the appearance of new units, the lore changes/is expanded, so I'm not writing it all out
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#4068
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The idle animation turned out well, but the rest are buggy(((((((
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You can only use one animation from the ready-made ones; each subsequent imported animation breaks the mesh for this model.
That is, you need to redo each animation from scratch, except for one that you take as the main one. I don't know why this is happening, but I've encountered this many times.

I think this is because the animations are exported in .fbx format, where the bone weights are usually corrupted during the process.

Is it possible to export the animations in .psa format?
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In reply to fktifzobr
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#4069
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[email protected]

The idle animation turned out well, but the rest are bugged(((((((
Okay, I honestly don't understand anything yet....

Added 1 minute ago
Who knows, it's clear that all these exports through a million programs are breaking the model. If I open ANY FBX in 3D Max, nothing is broken; I showed videos....and all the animation is baked....

Added 32 seconds ago
I'll take a look – I don't know what the PSA format is.

Added 1 minute ago
I think I didn't make the idle animation first.

Added 4 minutes ago
I checked, it says that the PSA format is a Photoshop format? How can that be? Animation in Photoshop format????

Added 5 minutes ago
Here's what I did: I extracted all the animations from the game, converted them to 3D Max format...then I opened all the animations one by one and saved them to a file, then I opened the Zloboglaz file, copied the saved animation (to the animation keys), then I selected the bones and the basic Cyclops helpers (analogous to bones) and baked the selected elements into an FBX file along with the mesh....
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#4070
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Pavlinho
Okay, to be honest, I don't really understand anything yet....

Added 1 minute ago
I have no idea, it's clear that all these exports through a million programs are breaking the model. If I open ANY FBX file in 3D Max, nothing is broken; I showed videos....and all the animation is baked....

Added 32 seconds ago
I'll take a look – I don't know what the PSA format is.

Added 1 minute ago
I think I didn't make the idle animation first.

Added 4 minutes ago
I checked, it says that the PSA format is a Photoshop format? How can that be? Animation in Photoshop format????

Added 5 minutes ago
Here's what I did: I extracted all the animations from the game, converted them to 3D Max format...then I opened all the animations one by one and saved them to a file, then I opened the Zloboglaz file, copied the saved animation (to the animation keys), then I selected the bones and the basic Cyclops helpers (analogous to bones) and baked the selected elements into an FBX file along with the mesh....
PSA is the animation format for Unity; the game was made using it
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#4071
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Hmm, and how do you export from 3D Max into it?
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#4072
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Pavlinho
Hmm, how do you export from 3D Max into it?
The ActorX plugin supports exporting to PSA.
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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#4073
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vova2112
The ActorX plugin supports exporting to PSA.
Vova. Maybe I'm being slow, but I downloaded this actor, and it only has PSA import, but I need export.

Added after 47 seconds
Damn, I really am being slow; the second link is for export.

Added after 8 minutes
vova2112
The ActorX plugin supports exporting to PSA.
Have you ever worked with it? I don't understand anything; how do I export with it? Maybe you could export these files to PSA; how many are there, 9-10?
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#4074
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Pavlinho
Have you ever worked with it? I don't understand how to export it... maybe you could upload these files to the forum, there are only 9-10 of them?
When I don't use a program for a long time, I quickly forget everything (I last opened MAX in 2021). I think I did it like this -

I also vaguely remember that something happened with the animations, and they sometimes broke (the X, Y, Z coordinates, etc., were messed up). I had to edit them manually in "Track View - Curve Editor" (deleting unnecessary keys). I also remember changing the controllers for Position and Rotation (sometimes I set it to "XYZ", sometimes to "Bezier"). But I can't remember the circumstances or why I did it (whether it was for export, or maybe I just had to "polish" them after importing).
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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
In reply to vova2112
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#4075
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vova2112
When I don't return to programs for a long time, I quickly forget everything (I last opened MAX in 2021). It seems like I used this scheme - Attachment 70134

I also vaguely remember that something was happening with the animations and they sometimes broke (the X Y Z coordinates, etc., were messed up). I had to edit them manually in "Track View - Curve Editor" (deleting unnecessary keys). I also remember changing the controllers for Position and Rotation (sometimes setting it to "XYZ", sometimes to "Bezier"). But now, no matter how hard I try, I can't remember under what circumstances and why I did that (either for export, or maybe just after import, I had to "polish" them). Attachment 70133
I understand you, Vov. Could you at least send me that plugin that you have on your screenshot? I downloaded either the wrong one, or I have a completely different window, and there are no such buttons... so I don't have to search the internet for this stuff.
Ah, no, it looks like it's the same thing... I'll try doing it based on the numbers
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#4076
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EpicGames ActorX for 3ds Max/Maya 2012-2019. Place the ActorX.dlu file in the [3ds Max ...\stdplugs] folder
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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#4077
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try one animation in the PSA format...
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#4078
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this is for [email protected]
if it works, I'll convert the rest to this PSA.
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#4080
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Pavlinho
try one animation in PSA format...
I'll try to upload an animation to Hanniku

Added 10 hours 30 minutes ago
Pavlinho
try one animation in PSA format...
I messed up - PSA should contain several animations at once, like PSA is a kind of archive with animations

Added 34 seconds ago
It's pointless to test with just one animation.
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