Hello, so I created my first ever 3d model.
In 3ds max 2014 it is exactly the same size as the original, it is in the hero`s hand, and weighted to the bone "weapon root". But when I import it to the game it is appearing smaller and it`s not in his hand. Please help.
Replies
There you check on the hero you are modeling for.
There should be the name of the correct bone on which you need to skin your weapon.
Next thing you do is download the original model of the hero (found on same website).
The you import the original weapon into 3dsmax and position your weapon exactly where the original weapon is. It will most likely be not in his hand. (You should delete the Skin modifier of your weapon before you move/scale it.)
Now with your weapon in the spot of the original weapon you skin it to the correct bone, that you read about on the website.
Try again.
If this doesn't work, make screenshots and come back here.
This sounds like your re using an outdated file from the requirements page. Valve does not keep up with updating these quickly. you will need to decompile the model you need.
Decompile it from the game? Where can I find it?
[ame="http://www.youtube.com/watch?v=X_bl-WEkSuQ"]This is what I used.[/ame]
Yeah max you don't need to do anything like that. The scale issue is most likely an outdated file, which would require a decompile of a newer model.There are a lot of steps that are covered, so I will not be going over that process, thanks Fox , but you also seem to have an orientation issue. Max and dota have z and y flipped, you will see what I mean after importing a newly decompiled smd.
Edit: what format are you exporting? fbx i assume? Did you reset xForm before rigging?
Thank you for the answers, I will try these things tommorow.
when you are on affect pivot only, try pressing "x"