Tabletop Simulator

Tabletop Simulator

Dota 2 Heroclix Models
17 Comments
Saminite  [author] 10 Mar, 2019 @ 8:18am 
The Dota 2 workshop has models for people to create the custom skins you see in game, so I just used those models and hooked up the dials in blender.
Ravor 26 Feb, 2019 @ 8:40am 
How did you imported dota heroes do tts? Did you created they from the ground?
Saminite  [author] 4 Jul, 2016 @ 6:30pm 
I used the stats of the existing characters. They came out with the 5 Dota Heroclix pack that came with that map. I've been wanting them to come out with more but I won't hold my breath.
Brad Darkstorm 4 Jul, 2016 @ 2:49pm 
Out of curiousity, did you use the stats of existing characters? or did you use a calculator for the point values? I was curious as i'm considering trying to make some myself (not of dota though)
Xera 23 Jun, 2016 @ 11:51am 
thanks
Almighty Dirge 23 Jun, 2016 @ 11:17am 
Wow that was fast.. Thanks!
Saminite  [author] 23 Jun, 2016 @ 10:41am 
I've added both Slark and Undying for you guys over in my other workshop item that is just the standalone Dota figures. I could have imported the Witchdoctor Death Ward too, but it was a bit cumbersome for the Heroclix. I might add it later as it's own object.
Almighty Dirge 23 Jun, 2016 @ 10:07am 
Very well done. Can we get an Undying import? I also think it would be cool to see death ward and tombstone models.
Xera 23 Jun, 2016 @ 2:09am 
No Slark ?
Saminite  [author] 22 Jun, 2016 @ 1:01pm 
No problem Baryonyx. Not too sure about the wobbles, keep at it I'm sure you'll get it just right. To answer actingman, the models themselves I exported from the Dota site, but I have to manipulate the image files so I can map it to the figures with one single image since TTS doesn't support multiple images for one object. I just started using Blender, but I'm sure there are better applications such as Maya, but Blender was easier for me to pick up and learn.
Baryonyx 22 Jun, 2016 @ 11:16am 
Thank you very much Saminite, it works. But the thing is, that for some reason the hull of the tank gets very wobbly when I grab the turret. Might be an issue with the custom collision models or the greater distance between nub and turret, not sure about that.
acctingman69 22 Jun, 2016 @ 8:31am 
Are you creating your own 3d models? If so, what program are you using? I've tried using/learning Blender, but it's beyond my wee little brain :steamhappy:
Saminite  [author] 21 Jun, 2016 @ 2:15pm 
We'll label your parts B (bot) for a nub like I used, M (mid) for your hull and T(for the turret.) Make a Joint from M to to B and set it as a Hinge Joint with Y axis of 1. Then make a Joint from B to T and set it to a Rigid Joint. This will be the inverse of what I did for my dials. To make it easier to create the joints you should start with your tank flipped upside and put your nub on the underside of the tank. You can test out how it works a bit easier by using two playing cards as your tank parts and a checker as your nub.
Baryonyx 21 Jun, 2016 @ 11:05am 
Can you explain it a bit further maybe? :P
I want to use it for my tanks like this: When I grab it by the turret, it rotates the turret only (like your lower dial part) - when I grab it by the hull, it should rotate the hull and the turret (like your upper dial parts)
LeZira 20 Jun, 2016 @ 5:44pm 
Up next, the new and mysterious albino bane!
Saminite  [author] 20 Jun, 2016 @ 10:54am 
The dial is 3 objects, bottom piece for the rotating part, top piece that shows what click you're on and your character stats, and the third piece is hard to see but it's a little nub in the middle. That nub is linked with a rotation so that you can spin just the dial.
Baryonyx 20 Jun, 2016 @ 8:31am 
Hey, I really like the dial you made. How did you make it so the lower face only turns when you grab that and if you grab the figure or the upper dial plate it turns everything. I have a few similarly working game objects but the second part always turns around when moving the first and vice versa.