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Offset Issue

GhostDetector
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GhostDetector polycounter lvl 10
Can we make a thread with offset issues? Because I couldn't find a thread on this type of problem(without having to go through a lot of pages).

Well items below are the bracer and the shoulder peiece. It's just flying.
wqBugog.png

*on a side note, Is the reason why picture 2 is highlighted so much is because of the specular?)


-both transforms are at 0,0,0
Here is a picture on where each of the items are. The red shows the bone it is connected to.

NElOrmA.png
(looking at this, i need to refine the eyes)

What other information do you need to help me solve my problem?

Replies

  • GhostDetector
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    GhostDetector polycounter lvl 10
    Bump, can somebody reply?
  • Andyk125
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    Andyk125 polycounter lvl 4
    What kind of program are you using, or to what kind of file type are you exporting it?
    Are u using the files from the workshop page or did u decompile the files yourself?

    A few important things:
    - When rescaling or replacing make sure u use reset x-form befor u start skinning!
    - Are u using the right pivot point on the object
    - Select all the bones and the item when you export
    - Maybe try decompiling the model and use those files for the export
  • GhostDetector
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    GhostDetector polycounter lvl 10
    What kind of program are you using, or to what kind of file type are you exporting it?

    I'm using blender and I exported to the FBX file type.
    Are u using the files from the workshop page or did u decompile the files yourself?
    I used files I decompiled as well as the workshop files.

    - When rescaling or replacing make sure u use reset x-form befor u start skinning!
    Does that mean making the origin to 0,0,0? Because if it is, I put both the bones and the item to 0,0,0. The mesh of the item hovers over the bracer section.
    - Are u using the right pivot point on the object
    I'm not sure what that means.
    - Select all the bones and the item when you export
    I used the bones that I got from the decompiled item.
  • 7thBattery
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    The red shows the bone it is connected to.
    What do you mean when you say 'connected'?

    The mesh needs to actually be skinned to the bone and not just parented or constrained or some such, just to be clear.
  • GhostDetector
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    GhostDetector polycounter lvl 10
    The item mesh is parented to the armature and a vertex group is assigned to the bone (red). I didn't do anything complicated so the entire mesh is assigned to one bone. (The red one).
  • identikal
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    The red dot you have in your screenshot is probably the elbow joint which is why there is that weird offset issue. I would align your custom weapon with the weapon bone(which sits at the origin.

    slarkbones.jpg
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