Begin your bone chain from the part that you want to keep static, then you can apply IK to animate it much easier. I've never modded DOTA2 so I'm not sure if the model format still comprises of .smd and .qc files, but the .qc file was were all the referencing was going on.
Well, since nobody answered my question so far and the thread has moved dangerously close to the second page, I'll bump this. On top of that I'll split up my main question a bit (and add some more), maybe someone can help me with parts of it: 1. What kinds of ways to animate a model can be used? Do I need to rig bones with…
Hey guys, I'm relatively new to modeling with professional tools, but wanted to get into it for some Dota 2 modeling. The tool I am using is 3DS Max 2010. Most of the modeling and texturing worked fine or I could get it done with some tutorials, but the animations are a bit of a mystery to me, especially considering the…