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- 1. Download Faceless Void model from Dota 2 Workshop Technical Requirements
- In Blender (make sure you have Source Import/Export plugin):
- 2. Import FBX into blender with Scaling set to 100.
- 3. In Properties > Display, set grid scaling to 16
- In object mode:
- 4. Hide all objects except skeleton.
- 5. Delete Skeleton. Hero will now be laying on the floor
- 6. Rotate with R > X > 90 > Enter.
- 7. Apply object's rotation to its Data with Ctrl + A > Rotation.
- In Dota 2 Tools Launch Source Filmmaker (SFM). In SFM:
- 8. Create new session.
- 9. Right click background, Set Session Map to Dota.vmap
- 10. Drag animated Faceless Void model from Asset Browser into SFM.
- 11. Right click "faceless_void1" in the outliner, click import sequence
- 12. If window bugs out, just resize. Find bind_pose. Import it
- 13. Right click faceless_void1" in the outliner, click export animation
- 14. Save animation as bind.dmx in the same folder as your fbx.
- 15. Repeat for all necessary sequences/animations.
- In Blender:
- 16. File > Import > Source (dmx) > Import bind.dmx
- In Pose Mode:
- 17. Select All > Alt + G, Alt + R, Alt + S (clears rotations, scaling, and something else)
- - If this was done correctly, Faceless Void should be lying on his side bisected by the grid floor.
- 18. Press "I" > Click "LocRotScale" to set keyframe for Bind skeleton to new position.
- In Object Mode:
- 19. Rotate back to original location with R > X > -90 > Enter. R > Z > -90 > Enter.
- 20. Apply object's rotation to its Data with Ctrl + A > Rotation (same as step 7).
- 21. Alt + G, Alt + R, Alt + S should have no effect now.
- 22. In the Outliner, select one item (such as the head)
- 23. In Properties Window, Select "Modifiers", Hit Object, select faceless_void1
- 24. Go through all the items selecting the faceless_void1 object modifier.
- - If this was done correctly, in pose mode, you can pose him by selecting faceless_void1 in the outliner, right clicking on a bone, pressing R, and moving his joints.
- To check texture, in UV/Image Editor, Alt + Z to switch to Textured Mode.:
- 25. Select item on model to texture. Press Tab. Image > Open Image > Pick relevant _color texture from the downloaded model folder. Press Tab again.
- 26. Repeat for all images.
- Get him moving
- 27. File > Import > Source (dmx) > Import idle.dmx (Model should be rotated backwards 90 degrees.)
- 28. Select All (A) > Rotate X (X) > 90 degrees (90) > Enter.
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