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Thread: Weapon Models and Required Weapon Bones

  1. #1
    Valve Developer
    Join Date
    Sep 2011
    Posts
    107

    Weapon Models and Required Weapon Bones

    We have gone through the hero Tech Req pages (http://www.dota2.com/workshop/requirements) and labeled every weapon slot with which bone a weapon model should primarily be bound to. This is important because nearly every weapon is NOT bound to the wrist which is how many of the submitted weapon items are. This has repercussions on animation as well as our ability to support a weapon with particle effects. Starting today we will be bouncing content back to you if the wrong bone is used.

    By "primarily", we mean to say that that is the root bone of the weapon. If part of your weapon design wants to be skinned to the wrist or arm or head that is fine, but the root and main part of the actual weapon should be bound to the specified bone.

    Thanks and GLHF

  2. #2
    Basic Member
    Join Date
    Jan 2014
    Posts
    4
    Sven has problem with bones? the wrong hand - brush distorts when fixing

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