Updated 2018-02-26
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Blender
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Dota 2 Tools
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Source Film Maker
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Source import/export plugin for Blender
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Get the armature/model (fbx file or other) from [Valve][http://www.dota2.com/workshop/requirements].
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Open Dota 2 Tools and from there open Source Film Maker.
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Create a new session and select the dota map.
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Drag the dota 2 animated unit/hero model into the map.
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In the outliner import sequences and export them as animations (dmx files)
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Open the fbx file at 100x scale.
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Remove the un-usable armature (delete the skeleton.)
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Select all R-otate, X-axis, 90 degrees. Select All -> Ctrl + A (Apply) rotation (he should be vertical).
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Import the Bind animation.
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Select entire skeleton.
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Go into pose mode. Press Alt+G, Alt+R, Alt+S, to clear Location/rotation/scale.
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Press I (Insert Keyframe) -> LocRotScale
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In Object Mode rotate X -90, Rotate Z -90
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Ctrl + A (Apply) Rotation
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Alt + G, Alt + R, Alt + S (he should stay upright)
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Modifieris should retain "Armature". Select the object for each item you need bound in the modifier and bind it.
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Edit/create/weight paint/wrap/texture to your heart's delight.
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Save Blend file frequently. Keep this file backed up safely.
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When exporting existing Dota 2 models as fbx file export to scale 0.01x. When exporting other models different scales may be required.
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Put models (fbx file) into
oaa/models/<name of folder>
. Put animations (dmx file) intooaa/models/<name of folder>/anims
. Put your images (png files) intooaa/materials/models/<name of folder>
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Open Dota 2 Tools
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Open the Model Editor. Create new model from mesh (this crashes the model editor but does actually create the vmdl).
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In the Assets Manager, type in the name of your model, you should see it. Open the model by double clicking.
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If you cannot see your model, look around. Sometimes the model editor offsets the model by a thousand or so units. You can "adjust" these in the properties panel on the right. Some numbers that seem to work for Valve's Dota 2 models are:
- Translation: -1837, 0, -1304
- Rotation: 0, 0, 135
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If materials fail to show up simply create new Material Remaps using the images in the dota 2 materials folder.
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Once everything looks normal start importing animations, give them actions (ex. ACT_DOTA_RUN) and other parameters such as sounds and particles.
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Compile the map and test in game.