Posts from Guide on adding a new model, animation, and creature to HoMMV
Maya doesn't recognize the "|" symbol and turns it into some kind of mess. But that's just the beginning; the worst part is that you can't even rename the bone correctly. Because Maya simply replaces the "|" symbol with "_".Consequently, the model is imported into the game with a different bone name, and the old animations no longer work correctly.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
Try the technique without using Maya that I described; then everything should work out.
Ugh, I'll have to install another version of Max. All my licenses will be messed up again.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
Praise the method of trial and error! And also, thanks to Zakhar and the Estonian.
I rotated group1, but the model rotated more, so I rotated it back using group2 – the first group initially contained the skeleton and the model, but I added a second group containing only the model.
Briefly about working with Archangel
**Don't forget that you need to specify different file names for textures when loading the model, so that everything doesn't merge into one mesh.** Archangel renames "complex bone names" ('Global|Hip' -> 'Hip01'), and sometimes even displays an error message (about a mismatch of bones in the model and skeleton) when loading the skeleton. To prevent these possible errors, there are small programs: 1) - [Tools\Gr2ToSMD\Best_for_Skel\grnreader98.exe] is needed to convert the **skeleton.gr2** to an **SMD** file with correct bone names (as in the original), and their positions if there were errors when loading the skeleton into Archangel. 2) - [Tools\Gr2ToFbx\Compiled\GrannyExporter.exe] is needed to convert the **skeleton.gr2 and any** animation.gr2 (from this model) to **FBX** files.The process is as follows: - Combine the necessary data in a notepad **from two SMD files** obtained from Archangel and grnreader98.exe **into one SMD file**. - Load the **skeleton.fbx** file into 3DsMax, unchecking the animation box when loading, select the bones, and set the initial pose - **Set as Skin Pose**, then load the **animation.fbx** file into the same scene, also unchecking the animation box when loading, select the bones, and set **Skin Pose Mode**. Then import the prepared **SMD** file with the correct bone names that we assembled from the other two smd files into the same scene. It is important not to forget after loading the **SMD** file, select all vertices and press Break, then select the vertices again and press Weld Vertices with a value of 0.001 (shown in the video). - Load the **animation.fbx** file into the same scene again, but this time check the animation box. Now you need to select the bones to which you set the initial pose and uncheck **Skin Pose Mode**. In the end, you will have a skeleton in a T-pose, to which all animations from this model are applied without any deviations.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
I think it's time to abandon Maya, which really doesn't like special characters in bone names, and not just bone names. It's a real pain when you can't do everything needed for a complete model export from one 3D editor.
Added 5 minutes later
Ah, I don't think I mentioned this before, but I recently figured out how bones like Global|Hip are created.
There needs to be something with the same name.
The horse has a Hip, the rider has a Hip - when exporting, the bone names will be added to them until the name becomes unique.
Added 50 minutes later
In general, communicating with the neural network, I realized that there is no way out - skipping the export from Maya 2009 is not an option, because 6.0 loads FBX poorly, and 3ds Max doesn't save MA files, and saving from Blender to FBX 2009 or MA is also not possible. And wanting to export everything directly to the Heroes format is like growing bread on a tree - it's fantasy (unless you're a highly skilled bioengineer)
wanting to export everything at once into the Heroes format is like growing bread on a tree - it's pure fantasy.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
This is no longer science fiction but a harsh reality – from 3Ds Max to GR2, then replace the first 16 bits at the beginning of the resulting file using a regular Hex editor, and drag and drop it onto a small program weighing 996KB, and voilà, animations and a skeleton for Heroes 5 are ready. Of course, it would be nice to do it with a single click, but in my opinion, this is much more convenient than using three different 3D editors and transferring files from one to another.
Interestingly, I haven't been following the progress of animation exports because I couldn't handle the exporter from Maya, and the result in Max was strange – the animation became detached from the model... and nothing worked with Noesis... basically, I have no talent, so I'm doing it the way I can. I'll continue to convert using Blitzkrieg; what attracts me to it is that I save all animations in one file, so I don't need to change 2009 to 6.0 many times, and I don't need to configure export parameters; I just need to know the frames of the desired segment