But usually by the time he does that type of stuff, the submission process has updated. I am under the impression he would like to get around to doing a video on how to. Sadly this is not a process that is easy to explain. Or just named his smd and compiled it to overwrite a hero animation.Įxample would be that he made the taunt, and called it idle, so that the Idle in game is not just the taunt playing over and over. Similar to the courier method, but he actually found a hero in the game files and edited a QC file. The only difference was that he actually modded the game to have his taunt play. TVidotto just posted his taunt like described in this thread. (so its not really an option, but do-able) The issue with this is that the heroes are higher poly than you can submit with a courier. Sadly there is no easy way to see your animations in game unless you decompile a hero and import him as a courier. There's a ton of tutorials floating around on this and if you look around, you'll find answers to most of your questions. For the switchable IK/FK setup, this hould get you started. You can also match IK to FK but that's a bit more complicated. Oh and concerning the IK concern raised in the other thread: If you rig the legs (and arms/spine/whatever) so it's switchable between IK and FK, then it's as easy as starting in FK and blending to IK in the first couple of frames. Yes, it's a little bit of busywork that'll take 10min or so but it's a onetime thing since you only need one frame and no dota 2 model has more than 56 bones ^^ Hope that helps. Repeat this for the rest of the bones, and you should have your rigged character in the exact same pose as the the idle animation you copied it from (obviously copy the first or last frame) and you can go from there. This will copy the rotation values for XYZ over the object you selected first. With those two selected, go into the Channel Box and click on the Rotate X value (so the number) and then hit TAB 3 times. A neat trick that makes this super easy: Select the object you want to copy TO, then select the object you wanna copy FROM. Then go through the bones and copy the rotation values from the bones onto your FK rig (pivot points of your FK controllers must match the bones they are controlling of course). Follow the steps outlined in b) and when you import the character with the idle animation into Maya, make sure the "use namespace" option is turned on so that importing doesn't fuck up your clean rig. Solution: Import FBX files into Maya, build your rig (can be very simple to test it before you commit). Sorry for being so vague and thank you for your continued support.
Problem here is that your workaround for a wont work with a custom rig as importing/exporting from max to maya will break it. Also, when I start to animate the custom taunt, I need the idle pose to animate from.