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

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#4171
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2 **Pavlinho**
I watched the video several times. When the yeti (gorilla) scratches the ground, you don't feel the physical mass of the applied effort. Plus, gorillas usually lean not on their fist, but on the knuckles of their fingers (the next joint).
Again, I just want to point out what I would pay attention to. If you want, you can listen. If not, I'm not insisting. The animation itself looks great.
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#4172
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L'Garold
2 Pavlinho
I watched the video several times. When the yeti (gorilla) scratches the ground, you don't feel the physical mass of the applied effort. Plus, gorillas usually lean more on the knuckles of their fingers (the next joint) rather than on their fists.
Again, I'm just pointing out what I would pay attention to. If you want, you can take it into consideration. If not, I won't insist. The animation itself looks great.
I understand, I'll take another look at the fingers and physical mass. As for the stance, I used the model as it was made and how it stood, and I won't bother with that, after all, it's a fantasy game, not a biology textbook.
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#4173
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I agree. I just finished studying bio-engineering, although I work as a 3D artist. So, it's not nitpicking, but rather a kind of professional deformation multiplied by perfectionism 😂
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#4174
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L'Garold
I agree. I just finished studying bio-engineering, although I work as a 3D artist. So, it's not nitpicking, but rather a kind of professional deformation multiplied by perfectionism 😂
And where are the models?!
С уважением, Psatkha (Псатха)

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#4175
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2 **psatkha**
I only have time for work (it takes 2.5 hours to get there).
I currently have several unfinished projects related to Heroes, but I haven't finished any of them yet. The only completed mod I have is the one with icons for hammers, which is available here. It's in the "Small mods for visuals" section, on page 14. Pixel art. It took about forty hours because I had some free time during the New Year holidays to pursue my hobbies.
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#4176
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L'Garold
2 psatkha
I only have time for work (it takes 2.5 hours to get there).
I currently have several projects related to Heroes in progress, but I haven't finished any of them yet. The only completed mod I've uploaded here is my single finished mod for hammer icons. It's in the small mods section for visuals, page 14. Pixel art. It took about forty hours because I had some free time during the New Year holidays to indulge in my hobby.
Okay, 2D is understandable, but where is the 3D?!

P.S.By the way, could you recommend a program? I need to create a file for a 3D printer based on a drawing of a part... the part can be described as a rectangular frame, but it's not quite... it has a rectangular cutout inside... I think I can draw the blueprint on paper...
С уважением, Psatkha (Псатха)

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#4177
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2 **psatkha**
I replied in a private message so as not to clutter the thread.
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#4178
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Would it be too much trouble for you to record a short video in the editor, showing, for example, a cyclops or a titan standing still (idle animation), and then you click on another animation to make it run (move animation)...

I'm a little confused about this. The move animation seems to be the most difficult, especially the movement... In the game Attila: Total War, there was a special intermediate animation created. The character stands in a pose, the idle animation plays, and they move slightly in place. Then, when you click to move them, before the move animation loads, a short intermediate animation, idle-to-move, plays. This creates a smooth transition from "standing" to "moving." The purpose of this is that the move animation is cyclical, meaning it plays continuously while the character is running. Usually, in the standing animation, the legs are in a different position than in the move animation, and this transition is needed to avoid a "sliding" effect, like skating.
In the game Troy: Total War, as far as I remember, there was no intermediate animation, but the engine seemed to handle it automatically, and the result was still good.
I'm not quite sure how to do this in Heroes 5. I'm looking at the cyclops in 3D Max, and if you take the first frames of the idle and move animations, you can see a slight sliding effect, which is normal. The cyclops's legs transition from a stationary position to a running (cyclical) position, but maybe the game smooths out this moment? It would be good to see.
I also need to put the yeti in a walking pose, and the feet and hands should be in a slightly different position than in the standing pose, so that there is a normal cyclical animation (at least, according to my understanding).
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#4179
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The video will be available later, but it is reliably known that **the game creates intermediate micro-animations** between existing ones. They are very short, but the movement is usually fast, so this animation looks like a natural continuation or beginning. Zakhar and I figured this out when he was working on the "cancel" animation; there was a flaw – the idle animation was slightly shifted to the side, and when the animation changed, the unit was slightly shifted to the side as well – this was not noticeable during active animations, but the jerk was very noticeable during the calm "stir" animation.
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#4180
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in that case, the video isn't necessary – I understand now, thank you!
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#4181
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animation of a MUV - movement.
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#4182
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In principle, the animation is good. I'm a little bothered that in the fifth game, all units run at high speeds, but I think animating a gorilla from scratch is quite difficult, so I can't demand more. And there are already a lot of slow units from the seventh game; my least favorite in this regard is the port of the kobold with a gnome's head – it walks slowly and aims while walking, which is too flashy and pointless animation. In my personal top of annoying things, there are also the attack animations of the vampire, the orc (it screams first and then attacks; in the fifth game, this causes the sound of the attack to be delayed, and why scream!), and the druid stands in a strange Shaolin monk pose; it would be okay if she were a melee unit, but not a wise sorceress. And a separate point is the dragons – they all fly slowly; I don't know, maybe it's a porting issue, but the fifth-game dragon usually reaches its destination in two wing flaps. In general, animations are a sensitive topic for me; I will probably criticize any animation.
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#4183
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Actually, I think I agree with you. There are two points here. For me, it's a bit difficult to imagine the walking/running process in my head, and a gorilla has four legs, not two... meaning, the front paw goes up, the body moves forward, when the front paw goes down, the back paw starts to go up, and then the legs on the other side, taking into account the body's weight from left to right, depending on which paw is raised... and when I more or less figured out the order of the leg movements, and other details, I realized that during one cycle of all the paw movements, the unit covers a small distance... The second point is that I couldn't find a good picture - a storyboard... well, normally drawn stages that I wrote about... the ones I downloaded aren't the best pictures for me, where not everything is clear...
Then I added some small details to the animation, and I see that the unit moves heavily, I think there's a feeling of a bulky body, so I thought, let it be like that... slow and heavy... I was trying to remember who else is slow in the 5th game... well, I don't know, gargoyles fly, but you'll get tired of waiting for them to arrive... zombies seem to limp... titans, I think, walk, not run... dragon knights...
Well, I might try to make a running animation, since there's an opinion that it would be better if the unit ran on the map instead of walking.
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#4184
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Isn't there a distinction in Heroes of Might and Magic V regarding movement range – short-range and long-range – for some units? I'm starting to forget. In my opinion, it looks great for moving 2-3 cells.
For running, you could try speeding up this animation...
If you're going to rework it, maybe these videos will serve as inspiration:
(From 1:23)
As I see it, in the first video, it's something like a gallop (the front and rear limbs work alternately, although not entirely symmetrically), and in the second, the gorilla practically switches to running on its hind legs, only occasionally using its front limbs for balance, but not pushing off with them. And it's also punching a pear, which is awesome...
 

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#4185
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Pavlinho
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Actually, I think I agree with you. There are two points here. For me, it's a bit difficult to imagine the walking/running process in my head, and a gorilla has four legs, not two... that is, the front paw rises, the body moves forward, when the front paw goes down, the back paw starts to rise, and then the legs on the other side, taking into account the body's weight from left to right, depending on the raised paw... and when I more or less figured out the order of the leg movements, there were still some other points, and I realized that during one cycle of all the paw movements, the unit covers a small distance... the second point is that I couldn't find a good picture - a storyboard... well, the normally drawn stages that I wrote about... the ones I downloaded aren't the best pictures for me, where not everything is clear...
Then I added some small details to the animation, and I see that the unit walks heavily, I think there is a feeling of a bulky body, so I thought, let it be like that... slow and heavy... I was remembering who else is slow in the 5th game... well, I don't know, gargoyles fly, but you'll get tired of waiting for them to arrive... zombies seem to limp... titans, I think, walk, they don't run... dragon knights...
Well, I might try to make a running animation, since there's an opinion that it would be better if the unit ran on the map instead of walking.
As for me, it turned out very cool... it walks with the most confident gait... it fits the description perfectly!
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1