I'm having troubles with a gauntlet I'm trying to test in the Dota 2 import tool. The item gets shrunk and stretched (though seems to be bound to the correct bones at least) as you can see below:
I'm using 3DS Max 2013, with Valve's provided FBX files. I've done an xform reset of the gauntlet model, reset scale/transform, and the pivot point has been zeroed. I'm not sure what I'm doing wrong here, any ideas?
Edit: fixed attachment, thanks DestroyerGR.
Replies
Re-upload the file mate
Among other things, I've tried importing the SMD files using the Wall Worm plugin for 3DS 2013, but it gives me an error "bone index out of range"... So I'm stuck with FBX for the moment it seems...
After that start skinning and select all bones and the model and use export selected, and select .fbx
This should work fine.
@Andyk125 My workflow up to this point has been exactly as you suggested, so I'm not sure that's the problem.
@beetrootChan I'm beginning to think that's where the issue is, it's about the only thing I haven't tried. I was avoiding it since I don't have much experience with decompiling assets out of the source engine. But it looks like I'll have to give it a go.
I'm more interested in the bones themselves at the moment, and on that front I've had a bit of success! The decompiled bones are much larger in scale than the provided ones. So I think when I skinned my mesh to the smaller bones, the now smaller mesh was being stretched to fit the larger in-game ones.
Edit: I was looking at the wrong decompiled sven_gauntlet file. I think I've found the correct one now (with the correct bones), and it seems to have fixed all my problems.
Thanks for all the help, everyone!