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In reply to IchGViji
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The second option is the simplest and most effective.

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I made a creature (angel) a hero. It doesn't have an attack animation when attacking from melee range, and the attack itself has become a ranged attack. Is there a way to add its sword-swinging animation or spellcasting animation?
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Mооnst@r
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 don't quite understand what the problem is.

So, you've added a set of animations to it - it casts spells normally, but when attacking from a distance, it just stands in a T-pose.

You need to find its animation set. If it's an angel and not an archangel/seraphim, the animation set is located in _(AnimSet)\Creatures\Haven\Angel-adv.(AnimSet).xdb.

Open the animation set 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 animation 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, or special ability animations in a similar way
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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
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.

Thank you, the attack animation is working (it stabs the air). I did it this way before, but it didn't work; I must have messed something up somewhere.
In reply to IchGViji
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IchGViji
3) create a separate file and specify the settings for the camera I need (although it might not work).

Make a copy of the Rider camera file (let's say Rider_2) and specify your coordinates there. In UIGameRoot.(UIGameRoot), add the camera as highlighted in the screenshot below. This way, no one will be affected.
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In reply to Mооnst@r
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I decided to try porting new models into the editor (so I could transform my creatures). Well, it's a disaster; there's no other way to describe it! No matter how many times I try to port them, the editor stubbornly spams an error.
There are no errors in the model itself, because the error appears even when I port the example file from Psatki's tutorial.
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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?
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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?
Just the model, hall.

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In reply to Pavlinho
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Here is the model file itself.
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BlueHeavenHero
Okay, so here's the thing, this is a model of a Castle, not a creature... I don't know if there's a difference in the export process. Which tutorial did you follow? Can you share the link?
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Pavlinho
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?
http://psatkha.narod.ru/tutorial_ru.html - here's the link.
But I think it doesn't matter anyway, whether it's a Castle or a creature, right?

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BlueHeavenHero
The link doesn't work – the page doesn't exist. I can't say for sure, but generally, architecture doesn't have a skeleton, right? That's already a difference...
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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...
I've updated the link in the message.
I don't think the problem is specifically that there's no skeleton.

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I went to the tutorial through the main menu... I'm not sure, I need to take a look. If it's a creature, there won't be any problems; I already know how to export it, taking into account all the pitfalls. But I don't know how to do it with a building yet.

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