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Posts from Guide on adding a new model, animation, and creature to HoMMV Auto-translated

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#401
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The T-pose is the initial position of the skeleton and mesh before animation is applied (it's not critical, but it's considered good practice in 3D design – it allows you to quickly return to the initial parameters of the skeleton (its position) in the scene's coordinate system). Resetting the scene is also not critical – it's just to avoid unintended changes; I've outlined a possible plan of action.
Pavlinho
And most importantly, one of the animations worked – how is that possible? If I made them all the same, why did only one work?
Something simply went wrong; who knows what 3ds Max will do.
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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#402
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I know what a T-pose is; I just never did this "Animation [Alt+A] -> Poses -> Set as Skin Pose" before.

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
vova2112
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?
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#403
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Pavlinho
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...
The scale length is set either manually or automatically when loading the animation from a (*.xaf) file, or when importing from FBX if you set "Fill Timeline" in the animation settings. In my opinion, it's better to use the *.xaf format for saving animations (but I'm not sure).
Pavlinho
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).
The position of the HIP bone was shifted.
Pavlinho
I've never done this before: "Animation [Alt+A] -> Poses -> Set as Skin Pose"...
Read a little about this function, then try it out, and then you can decide if you need it or not.

Added 6 minutes later
Pavlinho
But what does 3ds Max have to do with it? I meant that in the Heroes 5 editor, one animation worked after exporting...
So, are we talking about exporting to the PSA format or exporting to the GR2 format and then importing it into the game?

Added 4 minutes later
Pavlinho
As far as I remember, in some animations, the first frame is different.
Well, I might be wrong, but it seems to me that for smooth animation without jerks, it should start from the place where the previous cycle ended.
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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#404
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vova2112
Well, we're talking about exporting to the PSA format, or about exporting the GR2 format and then importing it into the game?
l.
Honestly, I don't know what we're talking about, about exporting - and at what stage is the glitch or error - I don't know

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.
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#405
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Pavlinho - What is the point of this FBX format anyway? It often makes only minor changes when exporting a scene.
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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#406
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vova2112
Pavlinho - Why is this FBX format even needed? It often makes only minor changes when exporting a scene.
Well, how about this: I have a rig, you know what that is... How can I get rid of the unnecessary parts, leaving only the bones? I only know the method of baking the selected elements (i.e., the bones), and I choose the FBX format.
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#407
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So, when exporting to GR2, you probably need to disable the rig elements and leave only the bones in the export settings under **Animation**.
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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#408
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vova2112
Well, when exporting to GR2, you probably need to disable the rig elements in the export settings and leave only the bones under Animation.
Yeah, but how does the program recognize which helper is for the skeleton and which is for the rig?
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#409
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And 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 keys? 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
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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#410
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vova2112
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
I mean, when I open the basic skeletons of Heroes 5 in 3ds Max, they appear as NOT bones, but as helpers... although they look like bones....

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?
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#411
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Pavlinho
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?
Yes, Maya is not needed. Read what I wrote - did I write all those words for nothing? I create a Helper instead of a bone, making it GLOBAL, and the GR2 exporter recognizes it as a bone based on the naming of the rigging elements. Disable the elements of the rig so that they don't end up in the final GR2 file.
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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#412
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take a look, if you will. but right now, my brain isn't working at all ))) it's all very complicated, you won't grasp it right away.
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#413
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And in the archive I provided earlier, there is a file called TestZloboglaZ.max with a proper skeleton (if you really need accurate bones instead of helpers).
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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#414
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I started with the tutorial here, got stuck on the skeleton error (because I had two Mayas installed), and let me tell you – what a brain-melting experience it was!