I am sorry about the title, I couldnt find something better. Anyways I am working on a faceless set, and as a headpiece I will make 2 tentacles that will swing while walking, I know that I need to add my own bones (they becoming more famous) to it. But I dont know how should I make the tentacles low poly, should I make them as a line then add bones??
Sorry for bad english, any feedback is appreciated!!!!!
Replies
When skinning you just put a little weight from the chest (or back) to your tentacles, such that they move mainly with the head but also get some movement from your chest.
slightly skin the tentacles to another bone(s) that moves the way u want your tentacles to move.
For example here the hair meshes are actually boned to head piece but are slightly boned to the back bones as well, so they move as the flag moves(but not as much)
If you ever go with additional jiggle bones:
- They automatically derive their animation from their parent structure.
- You need to manually compile your model with an appropriately written qc file so you can make sure it can animate correctly.
- Attaching the jiggle block or the entire qc file via developer comments may be a good idea. I'd like it if some more experienced Dota 2 artists could comment on this one.
- Even if you get everything to work without any errors, your item still has a diminished chance of approval.
Dota 2 also has cloth simulation but I have no idea about how to configure that.
EDIT: This item uses cloth sim for example:
http://steamcommunity.com/sharedfiles/filedetails/?id=117021660
EmAr: thx man! I hope this wont be necessary because I dont want Valve to think twice if they ever accept my set!
The flag bone was added as an influence, and then she just painted a bit of weight on the hair. There's some info about rigging/skinning here.
Basically you just want to select X amount of verts, get in your painting option and paint away to a specific joint.
Which 3d app are you using?
I know lots of things in blender, but I have 3ds max as well
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight
P.S. I have never used it for Dota 2 so I'm not sure if there are errors using this method or not, but basically this is how you can adjust the weight of vertex groups.
try this:
https://www.youtube.com/watch?v=S0VS0IVylzg