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Todas las discusiones > Dota 2 Modeling > Detalles del tema
Positioning/Scale for bones
I won't go into too much detail.

It's in your tutorial (dota 2) and it's about attaching weapons to bones. You need to move the object to a certain position (0 0 0) in the video, which is where the original scythe was. I'm making an item for sniper, and the original weapon location is NOT at 0, 0, 0. Should I still put my weapon at those coordinates?
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HellJumper 31 DIC 2013 a las 1:59 
Generally it's a good idea to just reset everything to 0 0 0. You can try compiling without zeroing the model and seeing what happens.
Yung Pipebomb$$ 31 DIC 2013 a las 2:24 
Thank you very much; just wanted to clear that up.
Yung Pipebomb$$ 31 DIC 2013 a las 2:41 
Ok really sorry to bother you again, and I appreciate your help, but I did what you said, put it at 0,0,0, and now in the preview, it floats above snipers head. I can't help but think it has something to do with where I placed it in blender. Any ideas/help?
HellJumper 31 DIC 2013 a las 11:27 
You might want to start with a fresh rig. Start a new blender scene, import the sniper + his bone rig again, import your model, reassign bones and re-export. You can normalize the position/scale/rotation of your model by pressing ctrl+a and selecting "position", "scale", and "rotation" (after you already positioned your model and assigned it to the appropriate bones).
Fafhrd 1 ENE 2014 a las 13:01 
I've found it useful to move the rig and the player model so that the primary bone that the item is being parented to is at 0,0,0, then aligning the item, parenting it to the bone and exporting from there.
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Todas las discusiones > Dota 2 Modeling > Detalles del tema