Features[]
This guide[1] aims to provide a step by step explanation on the method of exporting creature models from Might and Magic Heroes 7, preparing and importing them into Heroes V. However this guide serves as a learning document and it is possible models to be exported from other games too. Guide should be understandable for anyone novice at the craft of 3ds Max or modding heroes V.
I wish you good luck and success (by Zahar0z).
Contributions from the knowledgeable people from the modding community made this guide possible - CrazyPill, Pesmontis, psatkha, footman, Esto100nec1 and Frozensoull.
Architecture[]
Importing creature model from Might and Magic Heroes 7 requires to provide for Heroes V the following files:
- Geometry
- Skeleton
- Animations
- Textures
Overview of all required steps to bring the MMH7 model into the Heroes V universe are listed on the picture below.
- Blocks represent software that is used to modify and convert creature assets between different file formats.
- Arrow originating from a block is a type of creature asset in specific file format that is the output of a software operation in the block.
- Arrow pointing to a block is a type of creature asset in specific file format that is the input required for the software operation in the block.

Technical implementation[]
- Export MMH7 creature assets with UE viewer
- Import assets to 3ds Max / modify bones / Export to FBX
- Model and animation - Import FBX to Maya 2009 / Export to MA
- Model and animation - Import in MA to Maya 6.0 / Export model MB and animation GR2
- Model - Import in MB to Map editor / Export Geometry and Skeleton files
- Animation - rename to UUID format
- Test converted model and animations in Heroes V
Additional materials[]
References[]
- ↑ Original guide in Russian by Zahar0z - https://forum.heroesworld.ru/showthread.php?t=14904