Valve death animation : 13 frames Death animation : 35 frame Valve Idle : 60 My Idle : 60 Valve spawn: 60 My spawn: 60 According to the link you provided, the problem was the decompiler. Should I just submit it and let valve take care of it?
hmmm, my animations seem to be getting truncated past a certain length in the importer. I think it's at or about frame 60, after that they just loop back to frame 1. Anybody else getting this or know how to fix it? Thanks!
Finally uploaded my Anti-Mage beard on behalf of No Shave November, this time with an official endorsement. 60% of the revenue will go to the American Cancer Society if it gets accepted! Please upvote and comment! http://steamcommunity.com/sharedfiles/filedetails/?id=199234916
I feel a mixture of both would be optimal. You should definitely have the brightest parts towards the top & most important aspects of the hero, I would say pretty much 60% of #2 40% of number 1. If that makes sense. :) however, it is hard to say anything definitive without seeing the actual textures.
Damn didnt got a pudge courier after 45 keys :<. Well thats all from me keys wise:) The funny think its that you can find it for 15 bucks :)in the market , and I spent around 60 euros and still didnt got it . Lesson learnd cottonwings: looking awsome so far , gl with the set Noblebatterfly = the spikes are a bit repetitive…
You can do your own rig and animation, because importing the summons now is exactly as the the courier, with hitbones and animations. Luckily i've asked Robin and he said that they want to implement a feature of using default rig and animations. But for now you'll have to decompile the summmon you want to change and use…
are you sure about the blend shapes? they use it for every hero you are right about the bones, i checked that again, its 52 bones limit... i dont know where i read 60 i need to define better yes, textures are still wip, i posted just to get some feedback on the overall color scheme in the run the front legs reach the…