I'm busy making an item which require some animations (Juggernaut Ability 2 - Healing Ward). I've done the animation sequences in 3Ds MAX, namely the 3 scenes required by the importer: ACT_DOTA_SPAWN, ACT_DOTA_IDLE, ACT_DOTA_DIE.
I've exported these scenes as FBX and I import them using the in-game DOTA 2 Workshop Importer. The 3 animations play correct at the importer, but once I test my item in-game two of the animations glitch:
Spawn (30 frames) : At first look it the animation plays right but near the end it glitches like its repeating itself.
Idle (60 frames) : Idle animation looks fine, nothing weird to report here.
Die (50 frames) : The die animation plays correct, except it repeats itself 3 times.
No matter what I try, different settings on the FBX exporter, etc. These spawn and die animations always glitch up.
Has anyone run into this problem and found a work around? Will it help if I set the length of each animation scene to the same frame count?
Thing I've done to ensure proper export:
- 0,0,0 pivot. Reset Xform on model, skinned and weighted the bones using the right naming conventions. (attach_hitloc, root/master)
- Exported animated bones only: ACT_DOTA_SPAWN.fbx, ACT_DOTA_IDLE.fbx, ACT_DOTA_DIE.fbx
- FBX settings :
http://i.imgur.com/zt7OZLU.jpg
Replies
SMD export settings :
I also tried the tickboxes with the same effect. In fact my idle animation stopped working
Btw, which SMD exporter do you suggest? Can someone enlighten me on the proper procedure to get your animation to work right with the export/import?
maybe I understand whats wrong with you
Writing 2 Node(s)...
* "master"
* "attach_hitloc"
Writing Animation...
* Exporting 61 frame(s) for 2 node(s)
Export complete!
I made a small example to show you what I'm talking about :
http://youtu.be/-6PfaknNUME
I also uploaded the files if you want to take a look at it : http://www.mediafire.com/download/s9k2hsxz25485fp/juggernaut_wardtest.zip
I've included the SMDs, a test texture set, and also the original .max scenes. Plz take a look and point out any mistakes I've made. You can load it into the DOTA 2 importer under Workshop > Ability > Juggernaut - Healing Ward. The attachment point is called "attach_hitloc".
Thx
Yeah, that's exactly what's happening to me too, i see you posted on dev forums too!
Thanks
[ame="http://www.youtube.com/watch?v=n1SO6l-zT3g"]http://www.youtube.com/watch?v=n1SO6l-zT3g[/ame]
I now have a new issue where bones I rotate around the X axis rotate their weighted geo around the origins X axis, rather than the bone's, when in game. Works fine in Maya but the SMD and FBX imports to Dota2 have this issue. Any ideas?
Thanks in advance