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Author Topic: Some Info on Exporting to Dota2  (Read 4022 times)

wallworm

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Some Info on Exporting to Dota2
« on: June 12, 2015, 10:12:37 am »
I personally haven't messed around much in Dota2 but people often wonder how to get assets into Dota2 with Wall Worm. At this time, the process isn't quite as seamless as in Source games, but Motanum has shared his workflow for it here:



He made this video at my request.

I wanted to address a couple of the things that popped up:

1) WWMT automatically creates an idle animation with no movement if the Idle Animation checkbox is on. If you want to make a custom idle animation, uncheck that and name the animation "idle".

2) Scaling of models is usually not something you want to do because of the problems it can generate. In the final segment of the video, the animation of the spherical part was probably thrown off by the scaling. In my experience, if you need to rescale a model that's already animated, using the Rescale World function in the Utilities works best.

Here is a Ward model he made previously.


Motanum

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Re: Some Info on Exporting to Dota2
« Reply #1 on: June 12, 2015, 10:19:27 am »
Yes. You might want to import in first before adding any animation to make sure you got the scale correctly. When I scaled, the bone location stayed in the same place, so the center of rotation changed.

I hope you find the video useful.