Hey Polycounters,
IN workshop!
http://steamcommunity.com/sharedfiles/filedetails/?id=190871184
So i decided i wanted to have a go with the workshop and decided that i wanted to make a courier. Over the alst couple of days I have been designing, modeling and i just finished unwrapping Billy. I was wondering if anyone wanted to give me any feedback so far before i start texturing.
thanks a ton!
Replies
rendered in UDK because maya was giving me issues with transparancy
Im having trouble importing Billy into Dota. For some reason the compiler insists that one or more of my vertices has zero skin weights. I have checked both my ground and flying model and i cant find any vertices with zero skin weights...
has anyone run into this problem before? help would be greatly appreciated.
Thank you!
EDIT: Looks like Ill just have to install Max and use that exporter.
- Model lying on the floor:
Im guessing this has to do with the fact that i moddeled Billy in maya with +y as the up direction in stead of +z which steam uses. However, after rotating the rig and re-exporting the problem has not been solved.
- arms and legs all over the place:
I have no idea what is causing this. The animations are working fine in maya but in dota everything is flailing around. I can however see small resemblences to the animations i made so maybe all the joints are just getting moved around?
If anyone can help me with this i would really appreciate it. I've put quite a lot of effort into Billy and would hate to see it go to waste.
file -force -options "fbx" -typ "FBX export" -pr -es "C:/Users/r3ality/Desktop/Dota2mods/Billy/Dota Files/Billy_Ground.fbx";
However, Wherever i place the "-up z" flag It just gives me an error. Am i using the wrong line?
I should also note that simply setting the FBX export setting to Z up exports a model with Y as the up axis. What?!
Would it maybe be possible to have a skype convo with you to see if we can figure it out?
btw, this is what it looks like once i do actually manage to import something. sorry for the small image but dota doesnt let you zoom in to the preview.
http://steamcommunity.com/sharedfiles/filedetails/?id=190871184
I think I ended up Keying the joints in a pose. Then detaching the skin in that same pose. Rotating the joints and skin to have Z up in stead of Y up. and then reskinning them. This required some additional touch up in the animation but I think thats how i did it.
The animations looks like he has no weight at all, or just has a roller under his feet. I guess those are some major points that I had to leave a critique~ it's always important to follow the game style.