Warcraft III to HoMM.V Creature Conversion Guideline

    v1.7, by Pesmontis, June 2010 (pesmontis@hotmail.com)

This guideline applies to models imported into and saved with 3DSmax 5.1.
How to import Warcraft III creatures in 3DSmax 5.1 can be read here, in a tutorial by BlinkBoy:

 http://www.tatooinebase.star-fleet.org/Archangel/WC3convTut/importWithAnimations.html


This manual is meant for Warcraft III creatures which don't need the Skin modifier.
HoMM.V creatures do need a Skin modifier, so I suggest to always import Warcraft III creatures with the 'Skinning' option enabled.
That way you won't have to re-skin entirely, you can simply adjust the existing crude skin.
Besides importing the Skin, you have to remove the Vertex Weld modifier after import.
You also have to remove duplicate bone listings in the
'Environment' of each geometry's Skin modifier.

Animation disruption should be countered with the steps presented in
BlinkBoy's tutorial.
Besides importing a merger of all animations, I recommend to create a max file for each separate animation as well.
This way you can always fall back to one (or more) separate animation(s), in case you find any disruption in the merged animations.

This guideline is based on using 3ds Max 7.0 (NOT SP1 **), though it might apply to 3ds Max 8 as well.
To use this guideline, it is recommended to read the Archangel Manual first.
That manual will show you for instance how to export Half-Life 2 SMD files,
 it points out often used buttons and tools in 3DSmax7, and it shows how to export Granny 2 files.
The Archangel Manual is located here: http://tatooinebase.star-fleet.org/Archangel/quickstart.html.

Initial actions

3DSmax7 Bone Tools window
3DSmax7 Bone Tools window

example directory set-up for HoMM.V 3D modeling

3DSmax7 configurations for the entire animation timeline.

Export as FBX to create proper 3DSmax bones

3DSmax7 FBX Export window
3DSmax7 FBX Exporter window
3DSmax7 FBX Importer window
3DSmax7 FBX Importer window
3DSmax7 FBX Importer Bone Configuration
3DSmax7 FBX Importer bone configuration

Setting the animation resampling rate
Set the animation resampling rate
3DSmax FBX Importer warning about a missing bind pose (skin pose)
3DSmax FBX Importer warning about a missing bind pose (skin pose)

Applying a proper model size

Applying a scale factor to the root bone
Applying a scale factor to the root bone

Applying proper model orientation

Applying z-axis rotation to the root bone
Applying z-axis rotation to the root bone

Baking the root bone's scale

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 i
n order to get rid of the scale of the new root bone, the model will be saved in two SMD files.

SMD import went wrong somehow
SMD import went wrong somehow (I don't know why)..


Exporting the Granny 2 skeleton

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.

Creating new animations

Warcraft III creatures have enough animations, but they don't quite fit all required HoMM.V creature's animations.
Still, HoMM.V creatures don't have to have a lot of animations, for instance the 'Pixie' only has the animations "death", "hit", "idle00", "attack00", "move", and "cast".
Warcraft III creatures also have a 'death' animation and one or more 'attack' animations.
The 'move' animation might fit the 'walk' animation of a Warcraft III creature, and the 'cast' animation might fit a WC3 'spell' animation.
You might choose from a number of WC3 'stand' animations to fit a HoMM.V 'idle' animation.

Which leaves the HoMM.V 'hit' animation: some WC3 creatures have one but usually they don't.
For testing you could of course put another WC3 animation in the 'hit' slot, but in the end you probably want to create a new 'hit' animation.
And the WC3 'walk' animation lacks forward motion (root bone translation), so this one you might have to edit.
To read up on creating new animations, I recommend
Magos' Modeling Tutorial.


Tools

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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