Hey guys,
This is my first post
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
After long hours of work I finally decompiled Dota 2 characters from Source to Maya 2012. Now I just need to get the modeling going on
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Maybe I will do a tutorial on how to do this because it's very complicated and I had to search a bunch of different websites, but I don't have time for that right now
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
I'm no expert in the Source Engine, I've messed with it back on the days of CS 1.5 but now I'm kinda going back to it just because of Dota and I'd like to ask if anyone knows how to put the animations that comes with all the others SMD on the main rig. I can import the animation by itself and it comes with the rig but it doesn't come with the mesh, unfortunately
Here's a screen of Omniknight on Maya 2012 with the rig working
![J0tQC.jpg](http://i.imgur.com/J0tQC.jpg)
Replies
The process works in that you need to write a .qc file, this name is a hangover form the quake days. It describes how to attach all the different animation, physics, and geometry smds you will export. This qc is fed into an app called 'studiomdl.exe' which will produce the final mdl to use in game. There's lots of versions and you need to produce the right version of mdl for the game your planning on putting it in.
I'd recommend going here: http://developer.valvesoftware.com/ for the information you need about the individual files and steps. Then track down a forum with people who know what they're doing in source for the help you'll need. QCs, especially characters, are tricky bastards sometimes.
Oh, and there's this website that you guys can check meanwhile
http://wyksblog.com/getting-started-dota-2-cosmetics/