Hello I'm trying to import Dota 2 Game models into maya after searching the internet I've learnt how to decompile them using MDL Cannon Fodders decompiler, However once I imported them into maya its only showing the head of the model and the rig of it nothing else if anyone has any information it would be grateful thank you
Heres a screenshot of what I see when I import the model.
Replies
Only shows head and rig also but I was able get some information off the script editor.
Heres the Pasete:
// C:/Users/GriffeXe/Desktop/axe_model.dmx.smd //
The current time is: 16:52:37.81
Enter the new time: // Warning: problem creating smd weight map template //
// Warning: Command fileBrowserDialog has been deprecated. Use fileDialog2 instead. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 262: Converting string "" to an int value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 288: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 288: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 262: Converting string "" to an int value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 288: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 288: Converting string "" to a float value of 0. //
// Warning: file: C:/Users/GriffeXe/Documents/maya/scripts/smd/smdRead.mel line 287: Converting string "" to a float value of 0. //
finished piecewise import
uniting
merging verts
skinning
// Warning: vertex 35 has no or bad weighting data
//
// Warning: vertex 77 has no or bad weighting data
//
// Warning: vertex 361 has no or bad weighting data
//
// Warning: vertex 509 has no or bad weighting data
//
// Warning: vertex 532 has no or bad weighting data
//
// Warning: vertex 588 has no or bad weighting data
//
// Warning: vertex 616 has no or bad weighting data
//
// Warning: waitCursor stack empty //
done
elapsed time: 16.56 seconds
No Change
// smd export script version 2.4
// by theo 8/17/2001
// updated by Prall 6/23/2005
http://www.northcapestudios.com/blog/?p=45
I think I fully updated the importer,
Tried to reimport crystal maiden and it looks like this now.
As you can see there's more topology but its still missing the body
// C:/Users/GriffeXe/Desktop/crystal_maiden_model.dmx.smd //
The current time is: 18:05:36.57
Enter the new time: // Warning: problem creating smd weight map template //
// Warning: Command fileBrowserDialog has been deprecated. Use fileDialog2 instead. //
select -cl ;
// Error: New name has no legal characters. //
Is there only one reference file decompiled from the model? Maybe it has multiple references that are combined at runtime?
Try looking in the .qc file and see what reference .smd files it uses. This is normally under the $body section of the .qc file.
Could help if you posted the .qc file up so we can see.
all my source knowledge comes from working on a l4d/l4d2 campaign last year, so from here on out, Im pretty much just making wild ass guesses.
find an SMD file that you can get imported into maya, like a prop from portal, er whatever.
open it up in Notepad ++, it'll be a bunch of jibberish, but up near the top there might be a string of letters and numbers. now open the crystal maiden file, and see if it has that same string/sequence or one similar.
Im sitting here trying to remember how I pulled corpse props so I could shrink em for skybox use...
it's like a zero or a one at the beginning or end you change, or crap maybe it was comma
or..
lol, so this quite possibly the worst technical advice to ever grace this board, but maybe it'll spark someone elses memory.
o yeah, definitely check the .qc like ark says.
http://code.google.com/p/blender-smd/
if you go on the max direction try this
http://wallworm.com/projects/utilities/wallworm_model_tools.html
plus this
http://www.wunderboy.org/
im a maya user too, so i tend to just use blender as a way to convert smds to something maya can use, and use blender for the final export nad compile for source engine.
I'm trying it atm but without success.