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All Discussions > Dota 2 Modeling > Topic Details
MwazZ 29 Aug, 2013 @ 2:23pm
Helm only shows during running animation
Hey, I have a problem with a helm I've created. From what I've read you shouldn't connect them to bones. But it still won't show up "normally". It shows up, but only in whilst in running animation. And it's "broken".

The thing is I've set scaling to 0, location to 0 and rotation to 0. I've sat with it for a while - tried to decompile the original source files thought something must've been wrong with them. But didn't do anything.

Blender
http://i.imgur.com/DCnDO40.png
Idle
http://i.imgur.com/1T4BqIe.png
Running
http://i.imgur.com/RtEhNxb.png

Help?
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Showing 1-11 of 11 comments
MwazZ 29 Aug, 2013 @ 3:20pm 
Huh.. worked when I added it to the bone head 1. Now there's a alot of missing faces.. But atleast it sits right. Hope this helps someone, eventually
HellJumper 29 Aug, 2013 @ 7:08pm 
You ALWAYS need to apply bones to your model. Where did you read that you shouldn't? Figure out what bones you need, parent your model to those bones and then adjust the weights (manually or using weight paint mode).

As for the missing faces problem: select your model, go into edit mode, click "recalculate normals" in the panel to the left (I think press ctrl+n works too), and then re-export and compile your model.
MwazZ 30 Aug, 2013 @ 1:41am 
http://dev.dota2.com/showthread.php?t=57315

Misinterpret that, but I find it really weird that they don't write which bone you should bind your item slot to over at http://www.dota2.com/workshop/requirements#hero.

Thanks for quick answer though!
HellJumper 30 Aug, 2013 @ 2:45pm 
Some items are pretty straightforward (like nature's prophet's staff only uses 1 bone), but others are applied to multiple bones. Sometimes the process by which Valve rigs their models to the bones is automatic, and some parts have many bones-- like brewmaster's shoulder pieces.

Thus it would be impractical to list every single bone that each model needs to use. You can check yourself using weight-paint mode, though (google this... it's very useful).

Anyway, good luck.
MwazZ 31 Aug, 2013 @ 1:29am 
Many thanks! :D:
Last edited by MwazZ; 31 Aug, 2013 @ 1:30am
MwazZ 1 Sep, 2013 @ 5:27am 
Alright, I've got the helm working and now I'm doing a neck piece. I've looked into weight paint mode but I can't get my neck item to work. When I look at the original neck piece it only reacts (gets red) to bone 1. I've added head 1 as parent, made UV map and everything like my other items. Rotation 0, scale 1, location 0, but it simply doesn't show up.

I've tried renaming it aswell.

Any ideas?
Last edited by MwazZ; 1 Sep, 2013 @ 5:28am
HellJumper 1 Sep, 2013 @ 2:34pm 
Hm... are you sure the neckpiece uses only 1 bone? Doesn't sound right to me, although I haven't checked Tusk myself. The problem most likely lies in the rig. "Not showing up" equates to not being rigged properly. I would try to re-rig your model. In a different blender scene, open tusk's model and check to see if the neck piece really is only applied to 1 bone.
MwazZ 1 Sep, 2013 @ 2:42pm 
When I check it in texture mode it's see-through.
MwazZ 1 Sep, 2013 @ 2:49pm 
Solved. I selected all vertices and pressed W -> Set all normal or something like that. Really weird though. Thanks for answering anyway!
MwazZ 1 Sep, 2013 @ 2:49pm 
And yes, the neck piece only uses one bone!
HellJumper 1 Sep, 2013 @ 3:34pm 
If you still want an explanation:

Models have faces, and each face can only be textured from one side (there are exceptions). The side which corresponds to the texture is said to have a normal vector pointed away from this face orthogonally. If your normal vectors are flipped, the texture will appear inside your model, and from the outside it will be transparent. Therefore when you recalculated your normals, you basically ensured that the normals were facing the right way.

I hope this explanation helped. And good luck!
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