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
New here? I'm Roha — want a quick tour?
To stop the movement animation, simply delete the animation keys along the "Y" axis for the root bone that connects to the model's coccyx – Attachment 75777
Yes, it’s a really great method, and no intermediate conversions are needed, thank you!
However, I noticed that in some models, several bones move forward along the Y-axis (I suspect this happens when the model consists of several meshes). In general, you can quickly identify these bones by exporting the animation to SMD and then running a script that tracks which bone numbers move forward along the Y-axis during the move animation. After that, you can remove the animation keys for these bones in 3ds Max.
Although, I recently tried to fix the move animation for a swordsman this way, and in his case, this method didn’t work. Four bones move: 1 - Sword_joint, 2 - Shield_joint, 3 - SpeedLineSword, and 9 - Hip. They ultimately move the same distance, but their frame-by-frame shifts don’t match. If you try to simply remove the forward movement for these bones, the sword and shield won’t move along the Y-axis, and because of this, in some frames, the sword and shield start to fall out of the swordsman’s hands.
Lol, yeah, that happens in Heroes, like with the Knight's rider, the horse, spear, and shield will all move as independent objects
If you have the option to make a separate death model, I'd do it this way
For death I'd use the regular model
For battle I'd have the sword and shield attached to the hands
Hello everyone,
Has anyone encountered a problem when working with Archangel, where loading the mesh results in the following error:
Calculating normals didn't go too well for submesh
I encountered this when loading a model from the Inferno city screen; I can't close the error; it keeps appearing endlessly.
Instead of Archangel, I tried converting this model using mesh2wrl, but the resulting WRL file seems to have UV problems because when applying a material, the mesh simply turns black.
I haven't used mesh2wrl before; perhaps there are additional steps needed for correct UV mapping?
I uploaded the original model file and the WRL file to Google Drive: https://drive.google.com/drive/u/1/folders/1k_flQrjwj4j13_6ZB8RDx4-MByRP4IJt
Could it be that the normals are simply inverted?
That's exactly what's happening. If you add the Unwrap UVW modifier, you can see that the texture coordinates are likely based on world coordinates, and the model doesn't have a properly configured texture grid, which is causing the problems.
To solve this, you need to assign a material to the model and configure the texture grid to match the original texture.
What texture should it be?
I managed to fix the UVs in Blender. I started by simply converting the WRL file to OBJ, and when importing into Blender, the UVs already looked better. It was clear that the texture was being applied, although not entirely correctly. In the end, I only needed to mirror the UVs along the Y-axis, and the texture was applied as it should be.
Thanks to everyone!
There's a plugin in Blender that can directly import WRL files... well, it's too late, the task is solved = good, but yesterday when I was looking at the WRL file for the second time, the UV mapping seemed normal, that's why I asked for the texture (so I wouldn't have to search through folders), to see how it would look ))) oh well )))