Current wip of my promo images, As Golem is still bugged ingame i can't make a proper gif or video to show how it is, but once i'll fix the 52 bones limit i'll submit it !
Though I haven't used biped, I used an auto-rigger for my courier and it worked, though I had to make sure it was under 52 bones and there were correctly named attachment points. It seems to have worked
Can anyone help me with understanding if it is possible to use blendshapes on a courier? I'm animating in maya and I import by using the fbx method. If anyone can help me out it would be great. Save joints so I don't go over the 52 cap.
Great I have to prune the rig down from 84 bones to 52 I removed 4 so far from the wings but that just causes them to clip a little more if I remove pretty much anything else it all goes to hell very quickly
@pixelherder. I had a look at your maya file. Your first key frame is not on frame 1 it's on frame 0.8. Just move that key to frame 1 then delete the unnecessary keys between frames 1 and 52 and you will have a nice smooth cycle. It's looking relly cool BTW.
It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve. [ame="http://www.youtube.com/watch?v=FFBtI1_4O3o"]dota 2013 12 10 23 52 04 551 - YouTube[/ame]
Any NPC has a bone limit of 52, including wards. So I dont think you have to worry about going over that. Its been a while since I was in here. Damn... so much awesome work being posted! Even with a week of absence I feel like I fell so far behind! Time to get back to work!
You can't use blend shapes and it says there needs to be 52 joints, unless Valve told you otherwise? I'm assuming that since you haven't decided on the color scheme your textures are still WIP? If not I feel they need more work. The run doesn't feel right, I think it's the front legs landing at the same time or almost the…