Posts from Guide on adding a new model, animation, and creature to HoMMV
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Added 19 minutes later
I found the test pack in another post... I did everything as written there... I just don't understand how to find the creature in the editor now and see it )))))))))
Added 1 hour 7 minutes later
Okay, I checked, found it, the animation is playing, but it seems like the animation needs to be flipped as well, I'll figure it out....
Added 16 minutes later
Yeah, I just checked, I redid the model/skeleton in the editor - everything is fine... I added a death animation - it's thrashing around wildly... maybe I'll try to rotate the animation somehow, but it might not be related...
Added 15 minutes later
I checked the second one - the idle animation, it's the same... I still think it's an export problem, maybe an incorrect one... mmmm... the global rotation, what I mean is, when I was modding Attila, I also had similar issues, so there was a specific rule for 3D Max - to ensure a good export, the model in 3D Max in the left projection should be facing left... maybe I'll try to mess around with that here, maybe I can rotate the animation somehow... Ugh, it's all so tedious...
Added 41 minutes later
Forget it, I tried different options, it doesn't work... maybe I'm making a mistake somewhere in the tutorial, maybe there's some other nuance, maybe, I don't know what else it could be, but I'm tired of messing around with this export.
Forget it, I tried different options, but it doesn't work... Maybe I'm making a mistake somewhere in the tutorial, maybe there's some nuance, maybe, I don't know what else, but I'm tired of messing around with this export...
Using Granny Viewer, you can see that the number of bones in the animation skeleton and the T-pose skeleton are 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
Added 18 minutes later
I have a feeling (I might be wrong) that when exporting the model from Maya, when we remove the unnecessary checkboxes, we need to do something else, as if other checkboxes "break" the animation...
Added 22 minutes later
the top animation is for Ranged, the second animation (below) is for Steer
Wow! That's awesome.
Hannik couldn't manage to port it; he says that even the converted version breaks (
By the way, in Heroes, you can view the model with animations; it's a long story, watch this Estonian's video.
There, I also record animations by pressing the 'C' key; they are saved in the 'capture' folder within the game's folder (the folder will be created automatically).
Wow! That's cool.
Hannik couldn't manage to port it; he says that even the converted version breaks with VoV (
by the way, in Heroes, you can view the model with animations; it's a long story, watch this Estonian's video
there, I also record animations by pressing the 'C' key; they are saved in the 'capture' folder in the game's folder (the folder will be created automatically).
Added 1 minute ago
P.S. I'm just confused, do I need to insert the zero frame into the animation? In 3ds Max, the animation takes from 0 to, for example, 200 frames, and in Maya, it opens from frame 1 to a compressed 200th frame...
Then comes the most interesting and important part... Screenshots 2 and 2-2 show that we select animations, and slightly move the slider to the right and down, to the three items with checkboxes, highlighted in the picture. If we only uncheck the first box, the model doesn't seem to be distorted, but it's rotated backward by 90 degrees, as if it's lying on its back...
Looking at screenshots 3 and 3-3, we see that by unchecking only the second box (the same three items in the animation section), we get a model that isn't lying down, i.e., it's not rotated backward by 90 degrees, but it is distorted (just take a closer look at the jaw)...
Finally, we draw a conclusion... Screenshots 4 and 4-4 show that by unchecking both boxes at the same time, we get a normal model and animation...
As I understand it, the third checkbox is responsible for compressing the animation data, and it doesn't seem to break the animation, so I think it can be left checked.
Added 16 minutes later
P.S. I need to say again that this might be an isolated case, because I watched a video of an Estonian player adding a dancing woman, and I didn't see him uncheck those boxes that I wrote about... and the animation works for him... I don't know, maybe he has a different plugin...
Well, it worked for Zloboglaz on 3 animations, so I think this is already a pattern...
Added 14 minutes later
Damn, I wanted to show the video with the texture, but it's moving to the test pack, I don't know how to configure it...
Added 16 minutes later
No, I think I found it. RANGE is a smooth continuation of the special ability animation, not the one where the Cyclops eats a goblin, but the second one. I don't remember what the Cyclops does in that one... maybe it throws the goblin?