Posts from Guide on adding a new model, animation, and creature to HoMMV
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And most importantly, one of the animations worked – how is that possible? If I made them all the same, why did only one work?
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
Added 2 minutes ago
As for the animation length, when I first sent the FBX file, I didn't know how the guys would export it, so I just put the number in the name, for example, "nz-specab17," where 17 is the number of animation frames, for convenience (again, my previous experience with Attila influenced this; the export plugin there allows you to specify the number of frames).
And still, which bone are you talking about? As far as I remember, in some animations, the first frame is different.
Added 49 seconds ago
Something just went wrong; who will understand 3ds Max?
But what does 3ds Max have to do with it? I meant that in the Heroes 5 editor, one animation worked after exporting.
Added 5 minutes ago
By the way, Vova, about the animation length again... the IDL animation, which was successfully exported to the editor, has 200 frames, while the FBX has 100 frames by default. But it still worked... so it doesn't matter what number is set in the FBX scene?
I saw something about 100 frames; here's the thing: I have 3ds Max files with the animation length set to the actual duration of the animation, but after exporting to FBX, it automatically sets it to 100 frames. And here's the issue – personally, I don't know if it's necessary to set the length in the file and then use ActorX, or if it does it automatically...
Regarding the MOV animation – which specific bone are you talking about? I didn't touch the basic bones from the game at all; I was working relative to them... (unless I accidentally clicked something with the mouse without noticing).
I've never done this before: "Animation [Alt+A] -> Poses -> Set as Skin Pose"...
Added 6 minutes later
But what does 3ds Max have to do with it? I meant that in the Heroes 5 editor, one animation worked after exporting...
Added 4 minutes later
As far as I remember, in some animations, the first frame is different.
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
Well, we're talking about exporting to the PSA format, or about exporting the GR2 format and then importing it into the game?
l.
Added 3 minutes ago
the hips have a different position in the base animation, I checked
Added 2 minutes ago
and about the working IDL - this is when you manage to complete the full export from FBX (or whatever) into the game.
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
Pavlinho - Why is this FBX format even needed? It often makes only minor changes when exporting a scene.
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
Well, when exporting to GR2, you probably need to disable the rig elements in the export settings and leave only the bones under Animation.
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
But aren't helpers needed when exporting to GR2 after the animation is ready, and the bone position values are recorded frame by frame in the animation timeline? You won't know unless you try; I vaguely remember conducting such an experiment (with a simple animation) a long time ago, and it worked. Read post 292
P.S. Regarding your link - it's not easy to understand at first glance. Can you import a model and animation into the game without using Maya?
What I mean is, when I open the basic skeletons from Heroes 5 in 3ds Max, they don't open as bones, but as helpers... although they look like bones....
P.S. Regarding your link - it's not easy to understand at first glance. Does it allow you to import a model and animation into the game without using Maya?
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
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