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Ward animation export problem - How am I failing so hard to publish!

Heliocide
null
Hey Polycounters,

I've created a ward for Dota 2 based on the mechanical characters specifically Clockwerk.

I've spent about 3 days trying to get the animations to export and work properly in the Dota 2 importer. I'm using Maya and I've tried FBX exports and SMD and I have solved a lot of issues but the last still haunts me.

Video: [ame="http://www.youtube.com/watch?v=MkqUSLwKB-E"]Clock Watcher Problems - YouTube[/ame]
Maya: 3m0na.gif
Dota: 3m0oe.gif

As you can see in the video, the end joints/bones for the gears and cogs rotate their weighted geometry around the origin/root and not their own position and I have no idea why. This happens for both FBX and SMD exports. For some reason the middle collar that has the arms weighted to it doesn't bug out on rotation, but then the axis it's on is the same as the origin, so I wouldn't notice if it did.

I've re-rigged, weighted and animated this 3 times with no success.
1000 blessings on the person that can help me get this published :'(

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