The second option is the simplest and most effective.
The second option is the simplest and most effective.
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The second option is the simplest and most effective.
I made a creature (angel) a hero. It doesn't have an attack animation when attacking from close range, and the attack itself has become a ranged attack. Is there a way to add its sword-swinging or spell-casting animation?
I didn't quite understand what the problem was. So, you created a set of animations for him – he casts spells normally, but when attacking at long range, he stands in a T-pose. You need to find his animset. If it's an angel and not an archangel/seraphim, the animset is located in _(AnimSet)\Creatures\Haven\Angel-adv.(AnimSet).xdb. Open the animset and you'll see the animations recorded in it.Angel-adv.(AnimSet).xdb
death
hit
idle00
move
attack00
attack01
stir00
happy
Global
You need to add a rangeattack item. If the angel will be both a unit and a hero, it's best to add it. Copy the attack or any other animation and change the name. You can copy it from the archangel; it should work.Angel-adv.(AnimSet).xdb
death
hit
idle00
move
attack00 normal animation
rangeattack added
attack01
stir00
happy
Global
You can add cast, buff, and special ability animations in the same way.
3) create a separate file and specify the settings for the camera I need (although it might not work).
BlueHeavenHero
Okay, I honestly didn't understand anything from the screenshot. But why didn't you attach the model file itself? Is it just the model, or does it come with new animations?
BlueHeavenHero
Okay, so here's the thing, this is a model of a Castle, not a creature... I'm not sure if there's a difference in the export process? Which tutorial did you follow? Can you share the link?
BlueHeavenHero
The link doesn't work - the page doesn't exist, it says. I can't say for sure, but generally, architecture doesn't have a skeleton, right? That's the difference...