I'm using 3DS Max and am having a lot of problems getting my piece to import properly into the workshop. No matter what I do to my model, I can't seem to get it to import to the correct spot. The closest I've gotten can be seen at the left, but even then it's still not right. I don't know if I'm following the wrong process or am missing a step. I believe for that one, I aligned the pivot to the center of the item and then used the xform reset. I may have then moved the pivot back to 0,0,0, but I can't remember.
For the picture on the right, that's what happened when I skinned the one sleeve. I skinned it using the elbow and the wrist bones, and for whatever reason it stretches over the front of the hand like that, I don't understand why, especially since the "wrist" bone is the forearm.
Can anyone think of what I might be doing wrong? Or offer any advice on what I should do to fix these problems?
It's not just the sleeves that I'm having the problem with, I'm also having the same problem with my shoulder piece as well. Regardless of what I did to it, I could not get it to import to the correct spot. I believe the closest I ever came was by moving the pivot point to random spots.
Anyone have a lot of experience rigging with Maya? I'm having a lot of trouble with rigging things to him. Every time I try to add a smooth skin it tells me the bone needs to be set to Bind Pose, but when I try that, it says Multiple bind poses. so I find them in the outliner, delete all but one, same error. Is there a way around this so I can rig stuff properly?
Hmm I've never had that error but ill just share my process, it's quite simple and doesn't have much room for error.
- Get your item in the right position, ready for skinning.
- Create reference, use the Maya file of the source model as the reference
- Duplicate the root bone
- Reference editor > remove reference (there should only be one thing to remove)
- Select your item, select the root bone you duplicated, smooth bind
- it should be ready to go
Add me on Steam if you want, I've run in to a bunch of Maya problems and have the solutions to most of them
Anyone have a lot of experience rigging with Maya? I'm having a lot of trouble with rigging things to him. Every time I try to add a smooth skin it tells me the bone needs to be set to Bind Pose, but when I try that, it says Multiple bind poses. so I find them in the outliner, delete all but one, same error. Is there a way around this so I can rig stuff properly?
Before you do this save your scene in-case you delete something you didn't mean to. I run File > Optimize Scene Size > Options and check "Deformers", "Unused Skin Influences" and "Unknown Nodes". Once you do that you should be able to select your skeleton root and Skeleton > Assume Preferred Angle, which will hopefully be where the character was skinned.
Before you do this save your scene in-case you delete something you didn't mean to. I run File > Optimize Scene Size > Options and check "Deformers", "Unused Skin Influences" and "Unknown Nodes". Once you do that you should be able to select your skeleton root and Skeleton > Assume Preferred Angle, which will hopefully be where the character was skinned.
Unfortunately this does not work . I get "Error: Skin on leftSkirt5_0 was bound at a different pose. Go to the bindPose to attach new skins."
Bronto, going to try your method now.
If anyone has done lich specifically let me know if you ran into this or how you got around it. Hopefully Bronto's method does the trick.
@darkartsofneco : here are a few tips for workshop 3ds max :
1- try to use the decompiled dota files instead of steam files. Right out of the bat , many disagree , however its just not that buggy.
2- u may bake in the xform data by resetting xform and then converting to editable poly. OR u should just DELETE the xform modifier. ITS NO GOOD IF U RESET XFORM AND THEN JUST LEAVE IT THERE.
3- I quitted so many awesome models because of the rig :P keep it up there
@darkartsofneco : here are a few tips for workshop 3ds max :
1- try to use the decompiled dota files instead of steam files. Right out of the bat , many disagree , however its just not that buggy.
2- u may bake in the xform data by resetting xform and then converting to editable poly. OR u should just DELETE the xform modifier. ITS NO GOOD IF U RESET XFORM AND THEN JUST LEAVE IT THERE.
3- I quitted so many awesome models because of the rig :P keep it up there
Hmm I've never had that error but ill just share my process, it's quite simple and doesn't have much room for error.
- Get your item in the right position, ready for skinning.
- Create reference, use the Maya file of the source model as the reference
- Duplicate the root bone
- Reference editor > remove reference (there should only be one thing to remove)
- Select your item, select the root bone you duplicated, smooth bind
- it should be ready to go
Add me on Steam if you want, I've run in to a bunch of Maya problems and have the solutions to most of them
Worked great. I've never used references before but it seems like I can bind now. I still would love to know what the issue itself was and how to resolve it normally, but this'll do.
Only difference is now I can build my mesh without needing to keep the bones present, and then merge it in with Reference later it seems? pretty neat, if I have that correct.
Only difference is now I can build my mesh without needing to keep the bones present, and then merge it in with Reference later it seems? pretty neat, if I have that correct.
Almost done with this guy, just need to play with the spaghetti box and tighten and polish them up. The death animation needs some secondary animation that I haven't gotten to yet, but I'm retiring for the night. The next thing you guys should see is the final product, but if you have any feedback let me know. Always up for making positive changes.
I'm a bit conflicted on that guy because it looks really good and is animated really well however I think it might just be a bit too busy for a ward. For most wards the eye is the focus and there's really subtle animation to go with it that you would only notice if you stood still and watched it because at a glance you want to just see the eye and know that there's a ward there.
I could be wrong, though, it might work really well. I'm curious to see how the community will respond.
To fix this error you can do this:
Go to "Smooth Bind Option Box" and make sure "Allow multiple bind poses" is on.
If this is not working you can do this:
Select the root joint and go to the "Attribute Editor". Find all the "bindPose" tabs and make sure only one bind pose is on when you skin. Do this until you find the right binding pose.
Almost done with this guy, just need to play with the spaghetti box and tighten and polish them up. The death animation needs some secondary animation that I haven't gotten to yet, but I'm retiring for the night. The next thing you guys should see is the final product, but if you have any feedback let me know. Always up for making positive changes.
Cheers!
If anyrhing , good job !
just the bush bothers me , i hope it doesnt conflict with the game so much cause now youve got a much much bigger ward base ...
I'm a bit conflicted on that guy because it looks really good and is animated really well however I think it might just be a bit too busy for a ward. For most wards the eye is the focus and there's really subtle animation to go with it that you would only notice if you stood still and watched it because at a glance you want to just see the eye and know that there's a ward there.
I could be wrong, though, it might work really well. I'm curious to see how the community will respond.
My thoughts exactly. I think it needs to be tested in game first to have a clear opinion.
Btw, isn't the death animation a little bit too long?
To fix this error you can do this:
Go to "Smooth Bind Option Box" and make sure "Allow multiple bind poses" is on.
If this is not working you can do this:
Select the root joint and go to the "Attribute Editor". Find all the "bindPose" tabs and make sure only one bind pose is on when you skin. Do this until you find the right binding pose.
Now this is what I'm talkin' about! Thanks for the explanation. The first one worked great, and I'll keep the second one in mind just in case. Thanks guys for all your help!
@Andrew
I think the concerns the others have might be right, it needs to be more quickly identified as a ward. But please, please continue with this. It's a really unique idea, the first real unique Idea I've seen for a ward yet, and I'd love to see it complete. Just because it doesn't fit the mold of the others doesn't mean it's got no chance
After seeing in game I think there only needs to be a few adjustments to make it more easily recognizable, other then that, I don't really think it's much of a problem. Other then the lack of the alpha channels working properly, it looks pretty solid in game. And I've fixed the death animation, I shorted it up, what I had as definitely too long.
Looking at these images, would your first reaction be that it is a ward?
I think it's recognizable as a ward when he is using the telescope and you can easily see the eye. When he has it down I don't think it reads too well.
Maybe you need to have him using the telescope more during his idles?
I really dig the idea and like the look of it, so keep tweaking until its perfect!
This is the ward working in game with the alpha's turned on. There is a problem where the game loads default frame counts for the item I replaced. In the preview screen it works fine, but in game it causes it to reset after a short duration. I don't know of a way to correct that issue since I believe its coded into the game and does rely on a script that I can edit. This happens with all of the animations. You can get an idea of what it will look like animated in game.
thought I'd share my texture map format
The AO bake is on Multiply on 80%
Cavity map is on Softlight on 100%
The light map is just the green channel from the normal map set on softlight on 100%
sets up a very nice base texture
This is the ward working in game with the alpha's turned on. There is a problem where the game loads default frame counts for the item I replaced. In the preview screen it works fine, but in game it causes it to reset after a short duration. I don't know of a way to correct that issue since I believe its coded into the game and does rely on a script that I can edit. This happens with all of the animations. You can get an idea of what it will look like animated in game.
Also, PANDA!
Hey Helenek, dont worry with the animations in game
i spent a lot of time testing that to figure out that the server controls the loop of the animations too. so if your animations lasts 90frames but the original was last 45 your loop will reset in 45
if the default lasts 50 frames and yours 30, your model will loop normally at 30 and on the next one will loop on 20
that doesnt happens too all the animations, just some that they defined to be synchronized.
btw, you are really improving your animation skills, the last update on the chicken and this one are amazing =]
thought I'd share my texture map format
The AO bake is on Multiply on 80%
Cavity map is on Softlight on 100%
The light map is just the green channel from the normal map set on softlight on 100%
sets up a very nice base texture
Thanks man you are always helping, I've got your photoshop brushes,
and the normals maps trick to a lightmap was awesome.
Hello everyone I have a really good Dota 2 cosmetic idea,and was wondering if I could post it here hoping someone will find it interesting enough to create it?
Hi everyone, thanks for helping last time. this time i face another issue, as u see the picture below im making a cloth beside PA's left leg, the cloth appear so solid. can any link me a tut or video to make the cloth softer. I refered to this TuT https://www.youtube.com/watch?v=snbsdu57QDA but it doesnt work
much appreciated
sry for my bad english
'Been kicking this idea around in my head since the contest last year, and just got a chance to do a concept (though, it'll be weeks before I have the time to build the damn thing).
@darkartsofneco : here are a few tips for workshop 3ds max :
1- try to use the decompiled dota files instead of steam files. Right out of the bat , many disagree , however its just not that buggy.
2- u may bake in the xform data by resetting xform and then converting to editable poly. OR u should just DELETE the xform modifier. ITS NO GOOD IF U RESET XFORM AND THEN JUST LEAVE IT THERE.
3- I quitted so many awesome models because of the rig :P keep it up there
Thanks so much!
I tried this, and although it took a while, my item imported to the right spot the first time! I definitely don't feel as discouraged anymore and am totally looking forward to working with my items using this new model to position and rig them right. Also cool, I can load the animations into Max so I can see where my items fall out of place in animations and adjust the rigs according.
Again, this helped a lot, thanks so much!
Hi everyone, thanks for helping last time. this time i face another issue, as u see the picture below im making a cloth beside PA's left leg, the cloth appear so solid. can any link me a tut or video to make the cloth softer. I refered to this TuT https://www.youtube.com/watch?v=snbsdu57QDA but it doesnt work
much appreciated
sry for my bad english
Cloth does not work in-game unless you assign it to a pre-existing bone which has cloth animations. For example, you cannot (currently) animate a cape for Faceless Void, because he does not have any cloth bones.
As someone who wasted ~4 weeks attempting to get it working in the compiler, I would recommend you just try to alter your concept to not require cloth-sim. =/
In the meantime, before I chase a courier concept, what are some bullet-point Dos and Donts? I'm personally a little concerned that my new idea could be too close in design to an existing hero.
If you have enough geometry there, you could try adding some influence from the knee... Won't give you the exact effect you're after, but It won't look as odd.
Today I started on a new courier, but I need some advice, I'm not sure if I'm breaking the rules of the dota2 workshop with this.
The courier I'm making is a Larval Faerie Dragon, so it's being made in the same style/theme as the Puck character, but I'm worried that using Puck's image like this might be breaching copywrite, like I'm trying to make money from Valve's designs, not my own.
If anyone could please point me to the real fine print on copywrite issues and the workshop that would be really helpful,
Here's a picture of my progress on the couriers so far.
I don't think that copyright is the issue which you will run into, it's more that the courier, when in-game could be confused for the actual character Puck.
I don't think that copyright is the issue which you will run into, it's more that the courier, when in-game could be confused for the actual character Puck.
So you think Valve will reject a courier for looking too similar to a Hero?
I was planning on having the courier much smaller than Puck and also using slightly different colors
"So you think Valve will reject a courier for looking too similar to a Hero?"
Yes.
"Would they reject it for using a hero's theme/likeness/design"
No. There is currently a courier which is Juggernaut's dog, there's a courier which is a baby Roshan.
I think your design can work (especially the baby one_ but I think you might need to do something to the flying one to make sure he won't be confused with puck. If you think you can pull that off then I say go for it!
If you have enough geometry there, you could try adding some influence from the knee... Won't give you the exact effect you're after, but It won't look as odd.
ty
can anyone link me a tut how to make the the weapon glow?
thanks
Hi everyone, thanks for helping last time. this time i face another issue, as u see the picture below im making a cloth beside PA's left leg, the cloth appear so solid. can any link me a tut or video to make the cloth softer. I refered to this TuT https://www.youtube.com/watch?v=snbsdu57QDA but it doesnt work
much appreciated
sry for my bad english
Cloth does not work in-game unless you assign it to a pre-existing bone which has cloth animations. For example, you cannot (currently) animate a cape for Faceless Void, because he does not have any cloth bones.
No actually it is possible to do cloth effects on any hero, whether or not they have a cloth based item by default. Point in case: [ame="http://www.youtube.com/watch?v=a0YIYQROe0k"][DOTA2] Phantom Lancer Feathered Naginata Soft Body Physics Test - YouTube[/ame]
That being said I still don't think it's a good idea to utilize cloth.
Cloth based items require far more of a memory budget than normal items (strike one), they require the base hero to be completely recompiled and also the animations potentially require some cleaning (strike two), and they're buggy as all hell in their current form and a real pain in the ass to make for heroes/slots that aren't already cloth based (strike three).
When/if Valve ever decide to support custom cloth (officially of course, all of these effects are doable in the games current form), or other custom assets like particles and animations (taunts), then I would start worrying about whether or not the item you designed needs such effects. But for now, I would not design any item that just needs custom effects to work. Stick to making good art.
-EDIT- A caveat to strike two above as well. Every custom item with cloth requires new bones. These bones need to be added to the skeleton of the base hero in order for cloth to work in its current form. This means that for every custom cloth item added the hero needs at least one more extra bone, in most cases 4-5 is probably more accurate (at least). The Source engine (StudioMDL) has a hard limit on the number of bones a .SMD can make use of. This is 128 (Dota NPCs in-game also have a limit of 52). The average dota hero already uses around 60 bones for their stock skeleton and items, some more some less. (You see the issue here right?)
As more players create cloth items for a hero the overall number of bones on said hero increases to the point where the engine can no longer accommodate the rig and therefore the number of cloth items a hero can make use of is limited.
Valve guys reimport everything you send from the source files you provide, so no matter what you rig it'll still be motionless and extra bones won't help. If you want some cloth on your items don't use it for little ribbons and such, because it won't be visible anyway, and if you're doing scarves or capes they'll tell you in the dev comments anyway if something. I'll try asking about clothing simulation if i'll have the chance
Today I started on a new courier, but I need some advice, I'm not sure if I'm breaking the rules of the dota2 workshop with this.
The courier I'm making is a Larval Faerie Dragon, so it's being made in the same style/theme as the Puck character, but I'm worried that using Puck's image like this might be breaching copywrite, like I'm trying to make money from Valve's designs, not my own.
If anyone could please point me to the real fine print on copywrite issues and the workshop that would be really helpful,
Here's a picture of my progress on the couriers so far.
my suggestion is to try to make something based on the hero but avoid a smaller version of it, the mini pudge wasnt implemented for some reason that just valve knows
Replies
I'm using 3DS Max and am having a lot of problems getting my piece to import properly into the workshop. No matter what I do to my model, I can't seem to get it to import to the correct spot. The closest I've gotten can be seen at the left, but even then it's still not right. I don't know if I'm following the wrong process or am missing a step. I believe for that one, I aligned the pivot to the center of the item and then used the xform reset. I may have then moved the pivot back to 0,0,0, but I can't remember.
For the picture on the right, that's what happened when I skinned the one sleeve. I skinned it using the elbow and the wrist bones, and for whatever reason it stretches over the front of the hand like that, I don't understand why, especially since the "wrist" bone is the forearm.
Can anyone think of what I might be doing wrong? Or offer any advice on what I should do to fix these problems?
It's not just the sleeves that I'm having the problem with, I'm also having the same problem with my shoulder piece as well. Regardless of what I did to it, I could not get it to import to the correct spot. I believe the closest I ever came was by moving the pivot point to random spots.
- Get your item in the right position, ready for skinning.
- Create reference, use the Maya file of the source model as the reference
- Duplicate the root bone
- Reference editor > remove reference (there should only be one thing to remove)
- Select your item, select the root bone you duplicated, smooth bind
- it should be ready to go
Add me on Steam if you want, I've run in to a bunch of Maya problems and have the solutions to most of them
Before you do this save your scene in-case you delete something you didn't mean to. I run File > Optimize Scene Size > Options and check "Deformers", "Unused Skin Influences" and "Unknown Nodes". Once you do that you should be able to select your skeleton root and Skeleton > Assume Preferred Angle, which will hopefully be where the character was skinned.
Unfortunately this does not work . I get "Error: Skin on leftSkirt5_0 was bound at a different pose. Go to the bindPose to attach new skins."
Bronto, going to try your method now.
If anyone has done lich specifically let me know if you ran into this or how you got around it. Hopefully Bronto's method does the trick.
@darkartsofneco : here are a few tips for workshop 3ds max :
1- try to use the decompiled dota files instead of steam files. Right out of the bat , many disagree , however its just not that buggy.
2- u may bake in the xform data by resetting xform and then converting to editable poly. OR u should just DELETE the xform modifier. ITS NO GOOD IF U RESET XFORM AND THEN JUST LEAVE IT THERE.
3- I quitted so many awesome models because of the rig :P keep it up there
@darkartsofneco : here are a few tips for workshop 3ds max :
1- try to use the decompiled dota files instead of steam files. Right out of the bat , many disagree , however its just not that buggy.
2- u may bake in the xform data by resetting xform and then converting to editable poly. OR u should just DELETE the xform modifier. ITS NO GOOD IF U RESET XFORM AND THEN JUST LEAVE IT THERE.
3- I quitted so many awesome models because of the rig :P keep it up there
Worked great. I've never used references before but it seems like I can bind now. I still would love to know what the issue itself was and how to resolve it normally, but this'll do.
Only difference is now I can build my mesh without needing to keep the bones present, and then merge it in with Reference later it seems? pretty neat, if I have that correct.
Glad it worked for you
And you're correct!
Idle
Idle_Alt
Death
Almost done with this guy, just need to play with the spaghetti box and tighten and polish them up. The death animation needs some secondary animation that I haven't gotten to yet, but I'm retiring for the night. The next thing you guys should see is the final product, but if you have any feedback let me know. Always up for making positive changes.
Cheers!
I could be wrong, though, it might work really well. I'm curious to see how the community will respond.
To fix this error you can do this:
Go to "Smooth Bind Option Box" and make sure "Allow multiple bind poses" is on.
If this is not working you can do this:
Select the root joint and go to the "Attribute Editor". Find all the "bindPose" tabs and make sure only one bind pose is on when you skin. Do this until you find the right binding pose.
If anyrhing , good job !
just the bush bothers me , i hope it doesnt conflict with the game so much cause now youve got a much much bigger ward base ...
My thoughts exactly. I think it needs to be tested in game first to have a clear opinion.
Btw, isn't the death animation a little bit too long?
Now this is what I'm talkin' about! Thanks for the explanation. The first one worked great, and I'll keep the second one in mind just in case. Thanks guys for all your help!
I think the concerns the others have might be right, it needs to be more quickly identified as a ward. But please, please continue with this. It's a really unique idea, the first real unique Idea I've seen for a ward yet, and I'd love to see it complete. Just because it doesn't fit the mold of the others doesn't mean it's got no chance
Yeah I've had like 5-7 things show up in the files months ago that haven't seen any movement.
Then in the last couple weeks had another item go into a chest without any warning at all.
Valve be crazy, yo.
After seeing in game I think there only needs to be a few adjustments to make it more easily recognizable, other then that, I don't really think it's much of a problem. Other then the lack of the alpha channels working properly, it looks pretty solid in game. And I've fixed the death animation, I shorted it up, what I had as definitely too long.
Looking at these images, would your first reaction be that it is a ward?
Maybe you need to have him using the telescope more during his idles?
I really dig the idea and like the look of it, so keep tweaking until its perfect!
This is the ward working in game with the alpha's turned on. There is a problem where the game loads default frame counts for the item I replaced. In the preview screen it works fine, but in game it causes it to reset after a short duration. I don't know of a way to correct that issue since I believe its coded into the game and does rely on a script that I can edit. This happens with all of the animations. You can get an idea of what it will look like animated in game.
Also, PANDA!
Also some bat rider things I'm working on
thought I'd share my texture map format
The AO bake is on Multiply on 80%
Cavity map is on Softlight on 100%
The light map is just the green channel from the normal map set on softlight on 100%
sets up a very nice base texture
Hey Helenek, dont worry with the animations in game
i spent a lot of time testing that to figure out that the server controls the loop of the animations too. so if your animations lasts 90frames but the original was last 45 your loop will reset in 45
if the default lasts 50 frames and yours 30, your model will loop normally at 30 and on the next one will loop on 20
that doesnt happens too all the animations, just some that they defined to be synchronized.
btw, you are really improving your animation skills, the last update on the chicken and this one are amazing =]
and Thanks man you are always helping, I've got your photoshop brushes,
and the normals maps trick to a lightmap was awesome.
sooo my work continues
that percentage is for progress
Hope you like it
much appreciated
sry for my bad english
free image hosting
I think I can do it.
Questions? Crits? Great thoughts?
Thanks so much!
I tried this, and although it took a while, my item imported to the right spot the first time! I definitely don't feel as discouraged anymore and am totally looking forward to working with my items using this new model to position and rig them right. Also cool, I can load the animations into Max so I can see where my items fall out of place in animations and adjust the rigs according.
Again, this helped a lot, thanks so much!
Kendo bone things for juggernaut
Cloth does not work in-game unless you assign it to a pre-existing bone which has cloth animations. For example, you cannot (currently) animate a cape for Faceless Void, because he does not have any cloth bones.
As someone who wasted ~4 weeks attempting to get it working in the compiler, I would recommend you just try to alter your concept to not require cloth-sim. =/
In the meantime, before I chase a courier concept, what are some bullet-point Dos and Donts? I'm personally a little concerned that my new idea could be too close in design to an existing hero.
If you have enough geometry there, you could try adding some influence from the knee... Won't give you the exact effect you're after, but It won't look as odd.
@BrontoThunder
Thanks!
The courier I'm making is a Larval Faerie Dragon, so it's being made in the same style/theme as the Puck character, but I'm worried that using Puck's image like this might be breaching copywrite, like I'm trying to make money from Valve's designs, not my own.
If anyone could please point me to the real fine print on copywrite issues and the workshop that would be really helpful,
Here's a picture of my progress on the couriers so far.
So you think Valve will reject a courier for looking too similar to a Hero?
I was planning on having the courier much smaller than Puck and also using slightly different colors
Or should I just give up on this now?
"So you think Valve will reject a courier for looking too similar to a Hero?"
Yes.
"Would they reject it for using a hero's theme/likeness/design"
No. There is currently a courier which is Juggernaut's dog, there's a courier which is a baby Roshan.
I think your design can work (especially the baby one_ but I think you might need to do something to the flying one to make sure he won't be confused with puck. If you think you can pull that off then I say go for it!
a quick draft of the diffuse map,
to remind people, this is what puck looks like,
can anyone link me a tut how to make the the weapon glow?
thanks
http://www.polycount.com/forum/showthread.php?p=1766771#post1766771
No actually it is possible to do cloth effects on any hero, whether or not they have a cloth based item by default. Point in case: [ame="http://www.youtube.com/watch?v=a0YIYQROe0k"][DOTA2] Phantom Lancer Feathered Naginata Soft Body Physics Test - YouTube[/ame]
That being said I still don't think it's a good idea to utilize cloth.
Cloth based items require far more of a memory budget than normal items (strike one), they require the base hero to be completely recompiled and also the animations potentially require some cleaning (strike two), and they're buggy as all hell in their current form and a real pain in the ass to make for heroes/slots that aren't already cloth based (strike three).
When/if Valve ever decide to support custom cloth (officially of course, all of these effects are doable in the games current form), or other custom assets like particles and animations (taunts), then I would start worrying about whether or not the item you designed needs such effects. But for now, I would not design any item that just needs custom effects to work. Stick to making good art.
-EDIT- A caveat to strike two above as well. Every custom item with cloth requires new bones. These bones need to be added to the skeleton of the base hero in order for cloth to work in its current form. This means that for every custom cloth item added the hero needs at least one more extra bone, in most cases 4-5 is probably more accurate (at least). The Source engine (StudioMDL) has a hard limit on the number of bones a .SMD can make use of. This is 128 (Dota NPCs in-game also have a limit of 52). The average dota hero already uses around 60 bones for their stock skeleton and items, some more some less. (You see the issue here right?)
As more players create cloth items for a hero the overall number of bones on said hero increases to the point where the engine can no longer accommodate the rig and therefore the number of cloth items a hero can make use of is limited.
hahaha, awesome! now i need to think how i will animate that =]
my suggestion is to try to make something based on the hero but avoid a smaller version of it, the mini pudge wasnt implemented for some reason that just valve knows
looking really cute your courier =]