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

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#430
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Damn, the manual linked to a TEST pack for animation testing, and it says either the files have been deleted or access is restricted. Can anyone test a single animation?
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#432
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P.S. and of course, could you still send that test pack?

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....
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#435
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It's an interesting thing, or rather, a strange one; I have the feeling that Maya 2009 is shortening the animation... for example, I have 38 frames in 3D Max, I import it into Maya 9, taking into account the "timeline," and the number of frames becomes 30.40, even a non-integer number...

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.
In reply to Pavlinho
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#436
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Pavlinho
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...
The frame rate was discussed on page 15.
Using Granny Viewer, you can see that the number of bones in the animation skeleton and the T-pose skeleton are different - , so the problem is probably in this.
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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
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#437
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This is thanks to the amazing mechanics where you need to link the model to the skeleton for export... and when you convert the animation according to the tutorial, you still have to uncheck the box for MESHES, MATERIALS, and TEXTURES... I don't know, I've tried it in different ways.
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#438
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went back to try exporting one more time... I noticed something: I imported the model with a skeleton into the editor. The model stands correctly, as it should (I rotated it forward 90 degrees along the X-axis)... then, I created a simple animation directly in this skeleton file, just for testing... I got a GR2 file... I import it into the game - in the editor, the model gets flattened, and it also rotates 90 degrees backward and clearly jitters individual elements; for example, it looks like the jaw skin is misaligned, etc.... Okay, I tried optimizing the file using Vova's GR2 TOOL_13. I insert THIS model into the editor - the model doesn't get flattened, but it also doesn't move at all... and if I open this new model with Noesis, I can see that the bones are moving...

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...
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#439
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although it’s probably not relevant anymore, here it is anyway...


Added 22 minutes later
the top animation is for Ranged, the second animation (below) is for Steer
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#440
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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).

Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr
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#441
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fktifzobr@mail.ru

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).

I'll write now what was distorting the animation, and I'll check it a bit more, in the export settings of the Granny plugin in Maya (the last stage of animation export)... well, I can't guarantee 100%, because I did it by trial and error, but it worked for 3 animations, and most likely it's exactly like that.

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...
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#442
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I downloaded this Granny plugin for Maya 6.0 from some website or user; I've forgotten where I found the link. During the export of the final model to GR2, a familiar window pops up. According to the tutorial, plus my own adjustments (maybe this is unnecessary, I'm not sure, but it's more convenient for me), I remove the 4 bottom items from the export (by unchecking all the boxes): materials, meshes, models, and textures... Screenshot 1
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.
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#443
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P.S. The names of the screenshots (in sequence) appear when you hover over the thumbnail...

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...
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#444
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I need your help. I'm creating a text file as a guide, using the Cyclops as an example, listing which animation follows which, the starting and ending frames, etc. I just can't figure out the RANGE animation. What is it, and what does it do? I also can't find the starting frame for this animation; the starting pose of the RANGE animation doesn't match any other animation.

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?