![]() ![]() Conversion from 3DSmax to various HoMM.V filesģDSmax version 7 is capable of writing GR2 files using the 'expotron' plugin. To import animations a specific version of 3DSmax is required: 3DSmax2008.ģDSmax2008 can import HoMM.V GR2 animation files by using the NWN2 import plugin. This is possible by using 'Archangel' v0.2 Alpha.Īt least for the skeleton, the animations, and the mesh.īut what to think of 'AIgeometry' files.ĭoes anyone know what they're used for in the first place? So I think we should try and answer that question first. Blitzkrieg 2 map editor tutorial how to#Has anyone even tried to read 'AIgeometry' files?īesides, noone has yet defined clearly how to use Maya to get a (new) model into HoMM.V, it's nice to be able to read ONE HoMM.V file type, but to combine them, that's a whole different ball game. Regardless of the intermediate file type, the question now becomes: How to get HoMM.V files into such a magically importable file format?Īnswer: some program should combine all that HoMM.V stuff. Good question, I think it might work, at least for newer Maya versions. Maybe you'll ask: Why not use the FBX file type? In addition, SMD files can store the bindings between a skeleton and a mesh.įurthermore, a Maya SMD importer / SMD exporter has been around for quite a while. I think an SMD import plugin / script would fit the profile.Īnswer: because SMD files can store skeleton info. Which would require a non-HoMM.V file type to start with. It's possible to create such a plugin / script for any HoMM.V file (mesh / texture / skeleton etc.),īut I'd rather suggest using an existing plugin / script. Such a plugin / script is usually specific for one file type only. Conversion of original HoMM.V creatures to Maya (including skeleton & animations).įor this conversion, a Maya plugin or a mel-script would be required. My guess is: someone else can test this, probably better than I can ( TSoD / Psatkha / Kronos1000 ? ). I can test this but I'd have to put 'Archangel' development on the backburner for a while. OK, there are good tutorials, but then again, noone (except TSoD, Mixolid, and Psatkha) is showing off mesh creations. I mean, being able to use programs like 3DSmax and Maya properly requires quite some knowledge nowadays. I think everything hinges on the capability of modders to create creature meshes and creature animations. ![]()
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