It reads a lot better. You also seem to be blurring the entire thing up for some reason. Areas of focus like the face should be sharp to draw peoples eye.
So my question is, is there any relation between stars and been accepted in the game? Does anyone here have an asset in the game with less than 5 stars?
]
4 star items do get in the store. It's only part of process for getting an item in, Valve ultimately decides.
When you have not enough votes, you can have 95% approval rating on your item and it will show 4 stars anyway, at least it happened with most of my items.
For a more detailed info on how your item is faring in terms of popularity, check the stats tab, located on top of the page.
Hmmm, maybe we just can't edit them? I thought they were used in the engine, for example take a look at the Lycan ultimate and move him around on the importer, his tail and neck fur seem to have jiggle bones on them.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Ok, thanks, I guess it's something I can't do anything about then.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
It's definitely not keyframe animation.
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
^Actually that's in Axe's files from the Workshop site since there's the one Valve axe with a chain. So I'm not sure if I've seen anyone actually add jigglebones.
But yeah, most character's have jiggly bits like ponytails and other accessories. You just have to skin them to the correct bones
Well in that case, how would I go about skinning Lycans tail to a jiggle bone? I have skinned it normally and I would expect the jiggle bone to be part of the decompiled skeleton, yet it doesn't work ingame like the default one does. I mean how do I even find out which bone is the jiggle bone? I looked at the current QC file and there is no mention of it on there.
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
It's definitely not keyframe animation.
I thought all the soft-body physics are done by the cloth simulation that was added to the source engine for Dota 2, and not done by jigglebones like TF2. I could be completely wrong, and that would be nice because jigglebones are fun
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
Yeah, as far as I understood it (this is from skimming some website over year ago) any bone you added automatically became a jiggle bone. Not tried it myself, yet.
Yeah, as far as I understood it (this is from skimming some website over year ago) any bone you added automatically became a jiggle bone. Not tried it myself, yet.
Vlad's blog seems to back up my understanding of things...
http://www.workshophatemachine.com/2013/01/13/riptide/
"Note that Dota 2 doesnt use jigglebones, instead it uses custom animations and clothing simulation. So if you want something jiggly it should be either done by Valve, or by you, using existing bones."
hey guys, me and NFWar have been working on a set for tide these past weeks. we had some concepting problems throughout time and that pulled us back a couple of times (aside from the fact that im really lazy with collage going around and all that stuff) anyway i wanted to post this here after i had a solid sculpt. Right now i got the silhouette done for the head/bracer/back parts but i'm having some trouble with the belt. not sure which way should i go with it:
a combination of sea weed+cloth which makes him look like tarzan but imo it kinda looks out of place with all those other parts (i tried adding scales to it, didn't really like it)
some scales on the tail + the belt
or should i just create a new set of scales to cover the tail without any belt?
Help!!! I need some help to submit my beast. This was my first summon and I didnt know that I need animations, can somebody tell me where to find the original animations?
Help!!! I need some help to submit my beast. This was my first summon and I didnt know that I need animations, can somebody tell me where to find the original animations?
I went ahead and built a rig package for beastmasters summon. The original decompiled animations are included in the package. You can use those to submit. If you've already skinned it then it SHOULD work, but since I have no custom beastmaster summons I can't test it myself. So if you want to be the test bed download it and let me know how it works or what I need to change.
I also rigged the beast as well, so if you wanted to create some custom animations you're more then able to. I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
Just out of interest, when do you think you will have this done?
It all depends on my free time, I had some extra time today so I figured I'd get a few done. Wrapping up Bloodseeker, hope to have him ready as well before I go to sleep. The download package for the Warlock Golem works like all of the other summons, included are the original default animations, a rig you can use to skin your mesh as well as create your own custom animations.
:poly121:
Also got Axe finished, toooootally forgot about him!
Hook arm-
It is an arm/hook.
Can be separated.
Custom animation (similar to shooting a cannon, but a hook)
Hooks can be either of two ways, inside the barrel (for the hooks that are rigged like that) or the existing hooks, rigged to the top of the arm.
I'm looking for collaboration because this is too much for me.
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
it's frustrating that they assume valve is putting all their time into hats when it's the community that's making them. Then they get mad at hats, which has nothing to really do with why valve isn't updating.
Grats everyone though! Some fantastic stuff in this week!!
Has anyone experienced crashes when saving out a skinned model to FBX using maya 2014 SP2?
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
are there any guides around that go through how to edit and submit custom animations with an item? I think i have a general idea of what it would take but if there's a good guide or anyone willing to explain their process that would be cool to hear.
Has anyone experienced crashes when saving out a skinned model to FBX using maya 2014 SP2?
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
my fbx export screws up fairly often but it works after i delete all unknown nodes and non-deformer history.
Hey Guys, I want to be sure about something: Is there a way to tune the values of the material or its all map given? I mean, can i change the self illumination material value or its all coming from the texture value?
Should I export to fbx with the same material as the valve examples? Right now Im exporting them with the maya lambert standar material.
I changed to maya as I was getting random errors in Max. No errors in Maya so far, never. I use 2013 sp2 and I use your same options BUT I export in 2010 FBX format (not 2012). I always select the geometry and then the whole skeleton (the parent node).
---
hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
I think it's awesome, but the set changes her silhouette and stance A LOT, which might not be a good idea since the game relies heavily on those two for hero recognition.
Replies
It reads a lot better. You also seem to be blurring the entire thing up for some reason. Areas of focus like the face should be sharp to draw peoples eye.
4 star items do get in the store. It's only part of process for getting an item in, Valve ultimately decides.
For a more detailed info on how your item is faring in terms of popularity, check the stats tab, located on top of the page.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Ok, thanks, I guess it's something I can't do anything about then.
It's definitely not keyframe animation.
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
http://cloud-3.steampowered.com/ugc/828952480628207455/6E7C801FA71C8063B95E8F7DE1CEA5323837A78C/
But yeah, most character's have jiggly bits like ponytails and other accessories. You just have to skin them to the correct bones
I thought all the soft-body physics are done by the cloth simulation that was added to the source engine for Dota 2, and not done by jigglebones like TF2. I could be completely wrong, and that would be nice because jigglebones are fun
Looks very nice, but previous one, moon-style staff looks more acceptable for your arabic set.
Cant wait to buy it in dota shop :):)
༼ つ ◕_◕ ༽つ GIVE DIRETIDE
Vlad's blog seems to back up my understanding of things...
http://www.workshophatemachine.com/2013/01/13/riptide/
"Note that Dota 2 doesnt use jigglebones, instead it uses custom animations and clothing simulation. So if you want something jiggly it should be either done by Valve, or by you, using existing bones."
a combination of sea weed+cloth which makes him look like tarzan but imo it kinda looks out of place with all those other parts (i tried adding scales to it, didn't really like it)
some scales on the tail + the belt
or should i just create a new set of scales to cover the tail without any belt?
initial concept sheet by NFWar:
Idle + Idle rare
[ame="http://www.youtube.com/watch?v=Utwwx5xlaAE"]boar@idle - YouTube[/ame]
Run
[ame="http://www.youtube.com/watch?v=KLZg3LOWIEU"]boar@run WIP - YouTube[/ame]
I went ahead and built a rig package for beastmasters summon. The original decompiled animations are included in the package. You can use those to submit. If you've already skinned it then it SHOULD work, but since I have no custom beastmaster summons I can't test it myself. So if you want to be the test bed download it and let me know how it works or what I need to change.
I also rigged the beast as well, so if you wanted to create some custom animations you're more then able to. I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
CLICK THIS LINK
In other news: I've submitted my first dota 2 item
Ozymandias - Blade of the Shattered Realm
Vote it up if you like it! Thanks!
Just out of interest, when do you think you will have this done?
Warlock is finished!
DOWNLOAD LINK
DOWNLOAD LINK
UPATED - STEAM RIG MASTER GUIDE THING WEBSITE FORUM PLACE
It all depends on my free time, I had some extra time today so I figured I'd get a few done. Wrapping up Bloodseeker, hope to have him ready as well before I go to sleep. The download package for the Warlock Golem works like all of the other summons, included are the original default animations, a rig you can use to skin your mesh as well as create your own custom animations.
:poly121:
Also got Axe finished, toooootally forgot about him!
Okay so here is my wip for a Doom Bringer set.
It is an arm/hook.
Can be separated.
Custom animation (similar to shooting a cannon, but a hook)
Hooks can be either of two ways, inside the barrel (for the hooks that are rigged like that) or the existing hooks, rigged to the top of the arm.
I'm looking for collaboration because this is too much for me.
If anyone is interested pm me.
Please vote if you like
link: http://steamcommunity.com/sharedfiles/filedetails/?id=191089284
Cheers!
Medallion of Courage for bristleback:
Weak promo. You should choose another foreshortening, or make orb behind the head less brighter
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
༼ つ ◕_◕ ༽つ Give DIRETIDE
it's frustrating that they assume valve is putting all their time into hats when it's the community that's making them. Then they get mad at hats, which has nothing to really do with why valve isn't updating.
Grats everyone though! Some fantastic stuff in this week!!
Awesome job on the medallion, but you can barely see it on Bristle. Maybe try it on some other guys or work it into a bigger item.
u see most of it in the main avatar slot the whole game!
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
my fbx export screws up fairly often but it works after i delete all unknown nodes and non-deformer history.
Should I export to fbx with the same material as the valve examples? Right now Im exporting them with the maya lambert standar material.
Thanks!
I changed to maya as I was getting random errors in Max. No errors in Maya so far, never. I use 2013 sp2 and I use your same options BUT I export in 2010 FBX format (not 2012). I always select the geometry and then the whole skeleton (the parent node).
Hope it helps.
---
hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
[ame="http://www.youtube.com/watch?v=VTDkNIbFkI4"]in game[/ame]