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warpdragon

Fixing Skeletons and Importing Animations NOTES

Feb 24th, 2018
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  1. 1. Download Faceless Void model from Dota 2 Workshop Technical Requirements
  2. In Blender (make sure you have Source Import/Export plugin):
  3. 2. Import FBX into blender with Scaling set to 100.
  4. 3. In Properties > Display, set grid scaling to 16
  5. In object mode:
  6. 4. Hide all objects except skeleton.
  7. 5. Delete Skeleton. Hero will now be laying on the floor
  8. 6. Rotate with R > X > 90 > Enter.
  9. 7. Apply object's rotation to its Data with Ctrl + A > Rotation.
  10. In Dota 2 Tools Launch Source Filmmaker (SFM). In SFM:
  11. 8. Create new session.
  12. 9. Right click background, Set Session Map to Dota.vmap
  13. 10. Drag animated Faceless Void model from Asset Browser into SFM.
  14. 11. Right click "faceless_void1" in the outliner, click import sequence
  15. 12. If window bugs out, just resize. Find bind_pose. Import it
  16. 13. Right click faceless_void1" in the outliner, click export animation
  17. 14. Save animation as bind.dmx in the same folder as your fbx.
  18. 15. Repeat for all necessary sequences/animations.
  19. In Blender:
  20. 16. File > Import > Source (dmx) > Import bind.dmx
  21. In Pose Mode:
  22. 17. Select All > Alt + G, Alt + R, Alt + S (clears rotations, scaling, and something else)
  23. - If this was done correctly, Faceless Void should be lying on his side bisected by the grid floor.
  24. 18. Press "I" > Click "LocRotScale" to set keyframe for Bind skeleton to new position.
  25. In Object Mode:
  26. 19. Rotate back to original location with R > X > -90 > Enter. R > Z > -90 > Enter.
  27. 20. Apply object's rotation to its Data with Ctrl + A > Rotation (same as step 7).
  28. 21. Alt + G, Alt + R, Alt + S should have no effect now.
  29. 22. In the Outliner, select one item (such as the head)
  30. 23. In Properties Window, Select "Modifiers", Hit Object, select faceless_void1
  31. 24. Go through all the items selecting the faceless_void1 object modifier.
  32. - 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.
  33. To check texture, in UV/Image Editor, Alt + Z to switch to Textured Mode.:
  34. 25. Select item on model to texture. Press Tab. Image > Open Image > Pick relevant _color texture from the downloaded model folder. Press Tab again.
  35. 26. Repeat for all images.
  36. Get him moving
  37. 27. File > Import > Source (dmx) > Import idle.dmx (Model should be rotated backwards 90 degrees.)
  38. 28. Select All (A) > Rotate X (X) > 90 degrees (90) > Enter.
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