01 Start 3DSmax7;
02 Load the max file created with 3DSmax 5.1;
03 Delete all unused geometry and bones
04 Select all geometry parts and hide them;
05 Select the root bone (usually called "Bone_Root", or "Global");
06 Check this object's properties:
07 In case (a) and/or (b) and/or (c) apply, then create a new root bone.
08 Link the new root bone to the old root bone;
09 Check the model's hierarchy:
10 If the model's hierarchy is OK then continue by selecting all bones and hiding them.
If you find any 'unlinked'
objects (bones), either re-establish a link to an appropriate parent /
sibling object,
or simply delete them in case an intended link isn't obvious;
11 Select the objects left over, and click the menu item <Character><Bone Tools>;

12 Tick the checkbox "Bone On";
13 Unhide all, and check the animation for possible disruption;
14 Click the <Time Configuration> button in the right-lower corner of the 3DSmax window;
15 In the "FPS"-box, type 30. Tick the NTSC option under "Frame Rate";
16 Type an appropriate end time in the "End Time"-box (usually you won't need the entire timeline);

3DSmax7 configurations for the entire animation timeline.
17 Click <OK>. The timeline will be clipped to the end time you specified.
Play the animation again to check for disruption;
18
Export as FBX. I usually enter a scale factor (usually about 2% to 0.5%
(NB: 0.02 == 2%)), but it won't be effective at this stage.

19 Save as max file and reset;
20 Click the menu item <File><Import>, select the file type FBX / DAE, and select the exported FBX file;
21 Click OK to start importing. The FBX import window will appear.
Select the animation "Take 001" and tick the option "Merge" under "Import Options":

22 In the FBX import window, click the button <More...> directly under "Import Configuration" (to the right of the "Bones" checkbox);
23 A new window will appear. Tick the checkbox "Leave as Bone";

24 In the FBX import window, click the button <More...> to the right of the "Animation" checkbox;

26 Click <OK> to close the Advanced Bone Options window;
27 Click <OK> to close the FBX Importer window.
A warning will appear about a
missing 'bind pose', but you can just click <OK> to continue the
model import
( an explanation about the "bind pose" can be found here: http://www.okino.com/conv/skinning.htm );

28 Select all geometry and select the menu item <Group><Group> and type an appropriate name;
29 Hide all geometry and select all bones;
30 Tick the checkboxes <Display Links> and <Link Replaces Object> in the "Link Display" roll-out (side-panel "Display" tab);
31 Unhide all;
32 Select the grouped geometry and check it's properties: what is the model's height? (z-dimension);
33 At this point you might want to compare this size to the z-dimension of an existing HoMM.V model;
34 Calculate the scaling factor, for instance using: (1.8) / (z-dimension);
36 Select the new root bone;
37 Right-click the scaling button in the button bar;
38 Enter the new scale factor as a percentage (ie. x100) in the "Offset World"-box;

39 Click in one of the other boxes to apply the new scale;
40 Close the Scale window and go back to selection mode by clicking the arrow button (<Select Object>) in the button bar;
41 Click the button <Zoom Extents All> in the right-lower corner of the 3DSmax window;
42 Save the scene as a new max file;
43 Check the new model dimensions (height) and orientation.
I always load the mesh of an existing HoMM.V creature (Orc Shaman) for reference;
44 At this point you may notice that the model is rotated 90 degrees sideways;
45 To counter this, select the old root bone and right-click the button <Select and Rotate> in the button bar;
46 The "Rotate Transform" window will appear. Under "Offset:Screen", in the "Z"-box, type -90.0 (degrees);

47 Click in one of the other boxes to apply the new orientation;
48
Close the "Rotate Transform" window and go back to selection mode by
clicking the <Select Object> button in the button bar;
In 3DSmax it's not possible to 'bake' a root bone's scale into the vertices of the geometry.
Half-Life 2 SMD files carry no scale factors, so in order to get rid of the scale of the new root bone, the model will be saved in two SMD files.
49 Export your model as an SMD reference file;
50 Select only the bones and select <Export Selected> from the <File> menu;
51 Export as an SMD sequence file;
52 Save the scene as a new max file and reset (select the menu item <File><Reset>);
53 Minimize the 3DSmax window;
54 Open the exported SMD reference file in a text editor (I'm using WordPad for this);
55 Note the line with the (node) name of your grouped geometry.
This node should be the last in the nodes list;
Remember the node number;
56 Delete this line with the (node) name of your grouped geometry;
57 In the "time 0" section, delete the line with the node number of the deleted node;
58 Save the SMD reference file;
59 Re-import first the SMD reference file.
In case the import results in something like the image below, then something went wrong.
A solution might be to quickly import and export the SMD reference file with Archangel.

60 Import the SMD sequence file in 3DSmax7;
61 Check the animation and check the hierarchy;
62 Check the new root bone's scale and it's orientation;
Exporting (parts of) the animation
In the Warcraft III creature import tutorial for 3DSmax 5.1 (@ http://www.wc3c.net/showthread.php?t=53083 ), it is suggested to import the entire timeline from an MDX file. This
might not be useful for creation of HoMM.V creature's animations (**).
Fadi Mounir's import script offers the possibility to import only one animation at a time from the (unaltered) MDX file.
This would result in saving one MAX file per animation. For creation of HoMM.V creature's animations this might be an advantage,
although you would have to execute the above steps for each MAX file. Note that it's possible to record macros for this.
In addition, the FBX import / export and the SMD import / export can
produce large numbers of keyframes, especially if the animation
frequency is not lowered. This is another reason to import the animations separately in
3DSmax 5.1, and to execute the above steps per separated animation
only. Note that you only need to export the SMD reference file once
(step 47): only when the first separated Animation (usually 'Stand') is
loaded.
In case you loaded the combined animations, you have to specify the part of the entire timeline for each separate animation.
To get each animation's start time and end time, you need either the
original, unaltered MDL file for this, or each separate animation's max
file from 3DSmax 5.1.
If
you have the original, unaltered MDL, then you have to calculate the
start time and end time by dividing animation intervals by 33.333.
| Tool | Creator / Owner | Link |
tools for Warcraft III model conversion |
||
| 3DSmax 5.1 | Autodesk (Discreet) | http://usa.autodesk.com/ |
| Warcraft III Art tools | Blizzard Entertainment | http://warcraft3.filefront.com/file/Warcraft_III_Art_tools;20308 |
| MDX import script v1.0 | Fadi Mounir | http://tatooinebase.star-fleet.org/UPLOAD/MDXimporter3DSmax5.rar |
| tutorial | BlinkBoy | http://www.wc3c.net/showthread.php?t=53083 or http://www.tatooinebase.star-fleet.org/Archangel/WC3convTut/importWithAnimations.html |
tools to create HoMM.V mesh files, GR2 skeleton files and GR2 animations |
||
| 3DSmax 7.0 | Autodesk | http://usa.autodesk.com/ |
| Archangel v0.4 (of course)
|
Pesmontis | http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.4.rar |
| Half-Life 2 SMD plugins (for 3DSmax 6/7/8)
|
Cannonfodder | http://www.chaosincarnate.net/cannonfodder/download.php?id=smdlexp203-max6or7.rar ( http://www.chaosincarnate.net/cannonfodder/download.php?id=smdimp_max6.v013a.rar ) |
| Expotron plugin (for 3DSmax 6/7/8)
|
Obsidian Entertainment | http://nwvault.ign.com (doesn't seem to be there anymore, June 1, 2010) http://www.megaupload.com/?d=CRMG0WFS |
tools for Maya 6.0 |
||
| Blitzkrieg 2 plugins | Nival Interactive | http://pills.crazypill.ru/hmm5/MayaExport.rar |
Granny SDK v2.7.0.30 (also for 3DSmax)
|
RAD Game Tools |
http://www.megaupload.com/?d=BG8OKYGW |
tools to import existing HoMM.V GR2 animations |
||
| 3DSmax 2008 (v10.0) | Autodesk | http://usa.autodesk.com/ |
| NWN2 MDB / GR2 import plugin v2.0.1 for 3DSmax2008 only
|
tazpn | http://tatooinebase.star-fleet.org/UPLOAD/NWN2utils.v2.0.1.0.for.3DSmax2008.rar |
tools for exchange between 3DSmax versions (and Gmax) |
||
| FBX plugins (for 3DSmax and Maya) |
Autodesk | http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855 |
| NiFtools (open source) | NiFtools project | http://niftools.sourceforge.net/wiki/NifTools |
| BFF-2007 ('Bobo's File Format') |
Raśl Ortega Palacios | http://www.scriptspot.com/3ds-max/scripts/bff-2007 |
Questions & remarks: Pesmontis
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