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Dota 2 Bones and animation problem

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PrivacyEnt triangle
Hello everybody. I am trying to make models for dota 2. But there are some problems while importing to game. In 3DS Max the model looks fine,
bS9wkIp.png
But it doesn't even show up in-game (I think that's because its size is small)
5mlv74i.png
Also I tried to fit the arms object with bones, it works very differently.
It works in the menu,
UeyhkpO.png
But when I try to preview it ingame, as in the image above, it goes somewhere completely different.
The elbow_L and wrist_L bones are attached to the arm with some custom weight values on the wood place, because I didn't want the wood to bend with the hand.
Overall, Only weapom seems to work correctly, I believe that is because it uses only one bone :poly122:
I resetted x-form and moved pivots to 0,0,0
Please help. I don't know how to make it work.

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  • PrivacyEnt
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    PrivacyEnt triangle
    If anyone also having the same problem, I have solved the issue !
    I exported the model as fbx from the 3ds, to maya, to the right of the screen, there are some properties of the object such as translate X,Y,Z rotate X,Y,Z and so on. Even if I did the 'Reset X-Form' command on 3DS Max, it seems that the values are not reset to zero, one, etc. I am surprised that Scales was (2.54,2.54,2.54), rotations was (-90,0,90) and they are marked red. I didn't know what red was standing there for, but it is obvious that is something hapenning there :D did a little search on the internet and saw that the red marked ones have connections to another thing. So by selecting them all and break connections, their color reverts to its original. Now that they are not connected to anything, I can go Modify>freeze transformations. And now the object is set ! It is ready for rigging ! I made the rig and import it to the game, it is working flawless. But I am still wondering that if there is command in 3DS Max, that can erase connections(if there is) and resetting scale, rotation etc. And I guess the problem was not about bones :)
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