Lol, I thought the yeti would be small, then there are no questions, it looks good 👍
Added 3 hours 46 minutes ago
Okay, I worked on the "hit" animation a bit more, added some amplitude... how does it look now?
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Lol, I thought the yeti would be small, then there are no questions, it looks good 👍
Yeah, when I was creating other animations, I imagined a heavy-duty creature like this. I'm not sure if I managed to visually capture it, but that's the idea, and I think it makes more sense to make it 4 squares, like the Northern Gnomes' bears... because one square is basically the same as a wolf... they don't really look alike.))
Added 3 hours and 46 minutes later
I've worked on the "hit" animation a bit more, added some amplitude... how does it look now?

It looks... more lively, I can't describe the exact difference, but it looks better 👍
P.S. Will anyone be able to implement all this in the game as a mod later?
, but I've collected all the animations and the model; I just don't feel like working with the audio. It's boring, it takes a long time, and then you still have to adjust the volume... I'm just not in the mood.
So... the attack animation... take a look...
Added 2 minutes later
P.S. I think the minimum number of animations for Heroes 5 has been done... first, we need to complete another important task. Whether it will work or not is another question. We need to combine all the animations in 3D Max and debug them – that is, refine the endings and transitions from one animation to another, so that there are no jerks and other nonsense...
PP.S. Will anyone be able to implement all this in the game later, in the form of a mod?

So... the attack animation... take a look...
Added 2 minutes later
P.S. I think the minimum number of animations for Heroes 5 has already been made... first, we need to complete another important task. Whether it will work or not is another question. We need to combine all the animations in 3D Max and debug them - that is, smooth out the endings and transitions from one animation to another, so that there are no jerks and other nonsense...
P.P.S. Will anyone be able to implement all this in the game later, in the form of a mod?
P.S. And what is a "special dwelling on the map"?
I meant the structure and object on the map where yetis can be recruited – as far as I know, only elementals have a dwelling for them by default among the neutral creatures. However, I'm not sure if it's possible to create such a dwelling not within a specific map, but as a mod – probably only by replacing an existing object, although I might not know all the available options.
in the game, for example, where do you recruit wolves?
In principle, there is such a mod - BDT, it had a yeti (a demon with its head) and a bank with them, it might be useful there.
Otherwise, let's replace the unfinished yeti with ours and add it to random generation (by the way, I don't know how this will affect the Random Map Generator, it seems to have its own complex generation schemes).
to be honest, at least for now, I don't want to create other animations, when there is a sufficient minimum... besides, these also need to be checked in the game, whether everything fits/works well, etc.

In principle, there is such a mod - BDT, it had a yeti (a demon with its head) and a bank with them, it might be useful there.
Otherwise, we will replace the unfinished yeti with ours and add it to the random generation (by the way, I don't know how this will affect the Random Map Generator, it seems to have its own complex generation schemes).