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In reply to IchGViji
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#886
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The second option is the simplest and most effective.

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#888
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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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#889
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Mооnst@r
I made a creature (angel) into a hero. It has no melee attack animation, and the attack itself became ranged. Is there any way to attach its sword strike animation or spell cast animation?
Not entirely sure what the problem is

so you gave it an animation set — it casts spells fine, but on ranged attack it stands in a T-pose

you need to find its animset; if it's an angel, not an archangel/seraph, the animset is in _(AnimSet)\Creatures\Haven\Angel-adv.(AnimSet).xdb

open the animset and you'll see the animations recorded in it
Angel-adv.(AnimSet).xdb<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
    <animations>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>stir00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


you need to add a rangeattack entry; if the angel will be both a unit and a hero, it's better to add it — copy an attack or any other animation and rename it; you can copy from the archangel, should work

Angel-adv.(AnimSet).xdb<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
    <animations>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item> 
            <Kind>attack00</Kind>   regular animation
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item> 
            <Kind>rangeattack</Kind>    added
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>stir00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


by the same principle you can add cast baff specability
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In reply to fktifzobr
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#890
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fktifzobr@mail.ru
Not entirely sure what the problem is

So you gave him an animation set — he casts spells fine, but on the ranged attack he goes into a T-pose

You need to find his animset. If it's an Angel and not an Archangel/Seraph, 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<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
    <animations>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>stir00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


You need to add a rangeattack entry. If the Angel will be both a unit and a hero, it's better to add it — copy an attack or any other animation and rename it. You can copy it from the Archangel, should work

Angel-adv.(AnimSet).xdb<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
    <animations>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item> 
            <Kind>attack00</Kind>   regular animation
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item> 
            <Kind>rangeattack</Kind>    added
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>stir00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


Using the same principle you can add cast, buff, and special ability animations

Thanks, the attack animation works now (he stabs the air)). I had done it that way before, but it didn't work — I must have messed something up somewhere.
In reply to IchGViji
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#891
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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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#892
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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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#893
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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?
In reply to Pavlinho
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#894
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Pavlinho
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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#895
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Here is the model file itself.
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#896
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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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#897
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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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#898
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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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#899
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Pavlinho
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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#900
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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.