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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mod] HoMM VII Haven Units
Thread: [Mod] HoMM VII Haven Units This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Kierby
Kierby


Hired Hero
posted July 16, 2020 01:43 PM

H6 models and animations

Hello there, nice work. Im already exporting some units myself. But i want also import into H5 models from H6. And there is the problem.

Because H6 models are not in T-pose, a had to make for the creature (sentinel/Praetorian) custom skeleton, manualy fit it, then rig the skeleton to the mesh and manualy weight paint the whole mesh. Then i will try to fit it to H7 sentinel animation.

Is there any easier way to do it faster and more effiently at least for the sentinel/praetorian from H6? What was your metod to fit the H7 animation to H6 model of sentinel?

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Footman
Footman


Hired Hero
posted July 16, 2020 06:52 PM

Kierby said:
Hello there, nice work. Im already exporting some units myself. But i want also import into H5 models from H6. And there is the problem.

Because H6 models are not in T-pose, a had to make for the creature (sentinel/Praetorian) custom skeleton, manualy fit it, then rig the skeleton to the mesh and manualy weight paint the whole mesh. Then i will try to fit it to H7 sentinel animation.

Is there any easier way to do it faster and more effiently at least for the sentinel/praetorian from H6? What was your metod to fit the H7 animation to H6 model of sentinel?

Well it is secret), i personally am not very happy with my work, and i would rather have access to the ubisoft archives to get the source files rather than spend 2-3 days adapting 1 model.

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Kierby
Kierby


Hired Hero
posted July 16, 2020 07:11 PM

Footman said:
Kierby said:
Hello there, nice work. Im already exporting some units myself. But i want also import into H5 models from H6. And there is the problem.

Because H6 models are not in T-pose, a had to make for the creature (sentinel/Praetorian) custom skeleton, manualy fit it, then rig the skeleton to the mesh and manualy weight paint the whole mesh. Then i will try to fit it to H7 sentinel animation.

Is there any easier way to do it faster and more effiently at least for the sentinel/praetorian from H6? What was your metod to fit the H7 animation to H6 model of sentinel?

Well it is secret), i personally am not very happy with my work, and i would rather have access to the ubisoft archives to get the source files rather than spend 2-3 days adapting 1 model.


Its such a shame that Ubi made H6 so inaccessible versus H7 where we can export and edit those ugly models (compare to H6) very easily.

Secret? thats a shame I just finished praetorian custom skeleton weight painting:



Now i hope, that it will fit the H7 mesh well, so that i can copy the weights precisely. If no, then i will have to make custom animation for it and thats just .

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Footman
Footman


Hired Hero
posted July 16, 2020 07:29 PM
Edited by Footman at 19:29, 16 Jul 2020.

Kierby said:
Footman said:
Kierby said:
Hello there, nice work. Im already exporting some units myself. But i want also import into H5 models from H6. And there is the problem.

Because H6 models are not in T-pose, a had to make for the creature (sentinel/Praetorian) custom skeleton, manualy fit it, then rig the skeleton to the mesh and manualy weight paint the whole mesh. Then i will try to fit it to H7 sentinel animation.

Is there any easier way to do it faster and more effiently at least for the sentinel/praetorian from H6? What was your metod to fit the H7 animation to H6 model of sentinel?

Well it is secret), i personally am not very happy with my work, and i would rather have access to the ubisoft archives to get the source files rather than spend 2-3 days adapting 1 model.


Its such a shame that Ubi made H6 so inaccessible versus H7 where we can export and edit those ugly models (compare to H6) very easily.

Secret? thats a shame I just finished praetorian custom skeleton weight painting:



Now i hope, that it will fit the H7 mesh well, so that i can copy the weights precisely. If no, then i will have to make custom animation for it and thats just .


Wow if you are serious about this, I can suggest this: if you know how to work with animations, you need to rewrite the animations of the crossbowman to match the crossbow HoMMVI, in return I can give you 1 model to choose from.


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Kierby
Kierby


Hired Hero
posted July 16, 2020 07:40 PM

Footman said:
Wow if you are serious about this, I can suggest this: if you know how to work with animations, you need to rewrite the animations of the crossbowman to match the crossbow HoMMVI, in return I can give you 1 model to choose from.




Well, what precisely do you mean? You want some 1 new animation of the crosbowman? That could maybe be arraged. Tell me what precisely you want and maybe i can work this out.

But about the praetorian i have just done......can you tell me, that there is easier way or this is the only way to adapt the models?

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Footman
Footman


Hired Hero
posted July 16, 2020 07:51 PM

Kierby said:
Footman said:
Wow if you are serious about this, I can suggest this: if you know how to work with animations, you need to rewrite the animations of the crossbowman to match the crossbow HoMMVI, in return I can give you 1 model to choose from.




Well, what precisely do you mean? You want some 1 new animation of the crosbowman? That could maybe be arraged. Tell me what precisely you want and maybe i can work this out.

But about the praetorian i have just done......can you tell me, that there is easier way or this is the only way to adapt the models?

remake ready crossbowman animations that they fit under the crossbow HoMMVI

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Kierby
Kierby


Hired Hero
posted July 16, 2020 07:54 PM

You mean modify H7 crosbowman animations, so that they are like animations of H6 crosbowman? all of them?

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Footman
Footman


Hired Hero
posted July 16, 2020 07:57 PM

Kierby said:
You mean modify H7 crosbowman animations, so that they are like animations of H6 crosbowman? all of them?

The part of the animation that is responsible for the crossbow, it's all.

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Kierby
Kierby


Hired Hero
posted July 16, 2020 08:04 PM

I could try it. What is wrong with the animation? Some mesh cliping?

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Footman
Footman


Hired Hero
posted July 16, 2020 08:11 PM
Edited by Footman at 20:14, 16 Jul 2020.

Kierby said:
I could try it. What is wrong with the animation? Some mesh cliping?

1) the hand should be on the handle next to the lever of the handle, and not on the crossbow itself.
2) the string should be in a "special" place, and not somewhere in the store, the arrow weighs in the air.
3) the left hand is also somewhere not much out there.
4) the animation of the magazine lever is broken and the crossbowman must return it and its original position, not the bowstring.
5) when playing a "funny" animation, the crossbowman jumps in the air.

Tomorrow I will post the H7 crossbowman and the H6 crossbow, you will see what the problem is.

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Kierby
Kierby


Hired Hero
posted July 16, 2020 08:18 PM

Ok, so tomorrow. About the conversation, it would be better to use something else or at least HC messenger, to not spam this thread to much.

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Footman
Footman


Hired Hero
posted July 17, 2020 07:53 AM

Here is a link to a crossbowman H7 with a crossbow H6.
Crossbowman

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Kierby
Kierby


Hired Hero
posted July 17, 2020 11:46 AM

And the animation?

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Kierby
Kierby


Hired Hero
posted July 17, 2020 12:22 PM

When i import the .fbx file to 3ds max, i get this:



And then it wont work with animation. What version of FBX it is? Try  to send me at least 2013 version.

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Footman
Footman


Hired Hero
posted July 17, 2020 12:39 PM

Kierby said:
When i import the .fbx file to 3ds max, i get this:



And then it wont work with animation. What version of FBX it is? Try  to send me at least 2013 version.

This error doesn't matter, aninimations will be work, FBX 2010.

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Kierby
Kierby


Hired Hero
posted July 17, 2020 01:04 PM

No it wont play animation. It cant find rootbone. For some reason, 3ds max dont read the bones, he thinks it is just helpers.


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Footman
Footman


Hired Hero
posted July 17, 2020 01:32 PM

You imported Marksman.psa needed Crossbowman.psa

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Kierby
Kierby


Hired Hero
posted July 17, 2020 01:36 PM

Yeah, i know. But the croosbowman.psa dont work either. Max dont read the bones. Im trying to do it in Blender now.

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Kierby
Kierby


Hired Hero
posted July 17, 2020 01:40 PM

Nice, it works in blender. I will try to fit it now. Starting with shoting animation.

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Footman
Footman


Hired Hero
posted July 17, 2020 01:48 PM

Kierby said:
Nice, it works in blender. I will try to fit it now. Starting with shoting animation.

do everything except defend, turn90left/right and ilde(I'll send it to you separately)

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