Hi, everyone. I'm exporting Dota 2 models to Unity for my project. I understand that it may be a bit off topic, I just don't know a better place to ask. I successfully exported the Pudge model with animations, but I can't find any talking animations. How do talking animations work in the game and can you give any advice on how to export them?
#Where are talking animations?
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Facial and talking animations are controlled via scene system using morphs (shape keys in blender, blend shapes in maya).
Scenes are compiled into .vcdlist_c files, afaik there's no tooling to decompile them.
If you export the model properly, it should keep morphs, so you can make the animations yourself.
can be facial and talking animations added to a custom models? or don't we have the tools to work with them?
It can be done, but there is no tooling, so it's very tedious. It requires you to use 2007 source SDK for talking animations and basically wrting scene files by hand for facial expressions
s&box includes source 2 faceposer, which is proper tooling for facial animations, but last time i tried to use it, it was constantly crashing
But what if I use base Dota model, export, add some modifications and import, can be old face animation file linked to a new model?
yes, you'll need to create custom response rules (https://github.com/spirit-bear-productions/dota_vpk_updates/tree/main/scripts/talker)
but I don't know how to properly set up morphs in modeldoc
the animations are done procedurally with an internal system (faceposer?) in the Source 2 engine which we don't have access to. that system uses phonemes to animate different parts of the face with morphs during runtime
if you want to hand-animate this stuff, you can do it in SFM and export the resulting animation as a DMX and then import that into blender (with the appropriate blender addon).
as long as your models in blender have morph targets, you can fullly import the animations into blender
You mean outside the dota arcade?
Is it allowed if I take your stuff and sell it?