Hey Polycounters!
I recently started doing a set for Juggernaut, it worked fine til I started exporting my block meshes to Dota 2. I've done this before, half year ago with Luna and didn't encounter this problem. When I import my mesh to Dota, it gets scaled down approx 20%. I've googled the heck out of this problem and I'm going insane so I thought I could ask people here. Here are some things I've tried:
- Checked the .FBX exporter settings. I found some people having issues with the automatic scale setting, but it didn't change anything for me.
- Skinning. I thought I had wrong influences, but whatever I use doesn't affect. (3, 4, 5 influences, doesn't make any difference)
- History, pivot and freeze transformation. Done this a thousand times on my models before I skinned them, nothing weird there.
- I tried re-import the .FBX I exported from maya back to maya and they were fine.
Is this familiar to anyone? Have they changed Juggernaut in any way since Valve posted his rig on their site?
Any leads would be awesome, hate being stuck on a problem which could be a very simple fix.
Thanks in advance!
Replies
Your best bet is to download Crowbar and GCFScape and rip the model right from the game file. If you do a quick google there are tons of tutorials if you need.
Be warned skining his chest armor will be more than fun
gluck!
if you might have done that already then i think darren gave you the right advice
cheers
I'll post an update if everything is working alright later on!
Thanks again!
I extracted the files from dota with GCFScape, decompiled them with Cannonfodder's StudioCompiler and then I used an old maya script for .SMD import. The SMD importer was outdated though (using maya 2015) so I had to remove a few lines. (Can be found here how to: http://forums.geshl2.com/index.php?topic=981.0)
But wait! There is more. The script didn't work out entirely as I expected. When I imported one of the .SMD files, it loaded up as expected but then cleared the maya scene. So I saw the model and rig in front of me and then poff. Gone. So to solve this problem I did something I'd call an ugly solution. While the file loaded up after I imported the .SMD file (it takes 30-40 seconds to finish) I press "Save as Scene" before it got to finish. It creates the joints first and that is what I needed. In the end, I had a complete joint hiearchy with a halfbuilt geometry in a separate file. I compared it with the files found on the dota 2 workshop site and used it for skinning. Imported it to dota and it worked.
One could say it was a bit tricky, but working in the end haha. I thought I could post it as a future reference for anyone stumbling on the same problem as me.
Here is my working block model ingame: http://i.gyazo.com/67c23809b582bdfd434dd7a99438cf1a.gif