Changing Original HoMM.V Skeleton and Animations
This manual explains how to change an original HoMM.V skeleton and original animations. The example given in the Heroes Community modding forum about changing
the name of a 'sword_joint' is used to illustrate the workflow. Creatures like the VampireLord / Nosferatu or the Haven Swordsman have a 'sword_joint', which might be used more
generally if it would have been called 'weapon_joint' instead. To
change this for the creature involved is not a simple operation,
because changing the name of a bone (ie. changing the skeleton) involves changing the animation files as well.
In the outline below, the images refered to are at the bottom of this page.
In order to change the animation files, the mesh file and the skeleton:
01 - start with exporting the mesh and the skeleton as an SMD file from
Archangel (image 1);
02 - load this SMD file into 3DSmax7, apply the textures (and the vertex
colors) and save as MAX file (image 2);
03 - load this MAX file into 3DSmax2008 and load an animation via GR2
import (image 3);
04 - select the appropriate bone and change it's name (in the
<Modifier> panel);
At this point you might want to change the pivot point of this bone.
Please refer to 3DSmax manuals / tutorials on how to do this.
05 - select all objects (bones and geometry), and export as NiF
including the animation (image 4)
A manual about exporting and importing NiF's can be found here: http://cs.elderscrolls.com/constwiki/index.php/3ds_Max:_Custom_Creatures;
06 - check the NiF file and the model's animation in NiFskope (image 5);
07 - import the NiF file into 3DSmax7 (image 6);
08 - at this point you may have to create a new multi-material, in order
to get the textures right ( to get that done I used info from this page );
09 - export the animation as a new GR2 file (only the animation data and
only the 'model' reference, not the 'model' data);
10 - open the SMD file from step one in Notepad, find the node name
"Sword_Joint" and change it into "Weapon_Joint";
11 - import this SMD reference file in Archangel and save as HoMM.V mesh
file;
12 - again, load this SMD file into 3DSmax7;
13 - Eventually change the pivot point of the appropriate bone the same
way as with the animation.
14 - export the skeleton as a new GR2 file (only the 'model', ie.
reference AND data);
15 - create a new mod directory structure and place the new files.
Note that you have to change all animations, so repeat steps 03 to 09
for all animations.
These steps are an outline, the actual process is too detailed to
describe here. In case you get stuck somewhere I'll help out.
WindBell has reported trouble using the NWN2utils v2.3.0.
It seems you have to use an older version v2.0.1 of this plugin with 3DSmax2008.
I've made this plugin available for download on my website (see the link below).
Tools used:
- Archangel 0.4 ( http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.4.rar );
- 3DS max 7 ( http://usa.autodesk.com/ );
- 3DS max 2008 ( http://usa.autodesk.com/ );
- Cannonfodder's Half-Life 2 SMD import/export plugin for 3DSmax ( http://www.chaosincarnate.net/cannonfodder/cftools.htm );
- NiFtools NiF import plugin for 3DSmax7 ( http://niftools.sourceforge.net/wiki/NifTools );
- NiFtools NiF export plugin for 3DSmax2008 ( http://niftools.sourceforge.net/wiki/NifTools );
- NiFskope ( http://niftools.sourceforge.net/wiki/NifTools );
- NWN2 'Expotron' plugin (GR2 exporter) for 3DSmax7 ( http://www.megaupload.com/?d=CRMG0WFS );
- NWN2 MDB / GR2 import plugin v2.0.1 for 3DSmax2008 ( http://tatooinebase.star-fleet.org/UPLOAD/NWN2utils.v2.0.1.0.for.3DSmax2008.rar ).
(Note that I didn't use the FBX file format for the exchange between the
two 3DSmax versions.
That is because I still haven't found a way to use
it properly, because of the many versions of this format).
Images

image 1: Nosfaratu's 'Sword_Joint' in Archangel.

image 2: Nosfaratu imported as SMD in 3DSmax7, with 'Sword_Joint'.

image 3: Nosfaratu with it's 'attack00' animation in 3DSmax2008.
Nosfaratu now has a 'Weapon_Joint' instead of a 'Sword_Joint'.

image 4: The NiF export configuration (export from 3DSmax2008).

image 5: Nosferatu in NiFskope. Note that you can browse the node-tree
in NiFskope to find the altered 'Weapon_Joint' and it's parameters.

image 6: The NiF import configuration (import into 3DSmax7).
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