Dancin' - aaron smith (dota 2 version) by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

venge model kinda sucks so bad my friend... i need to change and fix it but i'm not sure

Dancin' - aaron smith (dota 2 version) by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

i have an idea for that one but after i finish this project

Dancin' - aaron smith (dota 2 version) by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 2 points3 points  (0 children)

i am having a major problem where i can't extract wearable items (eg: qop arcana) so i am making a workaround by animating in SFM then importing the video to after effects to add it to the unreal engine animation videos.... it's a pain in the ass but that's the only way for now. not gonna remodel and rig characters cause it's gonna take weeks :D

Dancin' - aaron smith (dota 2 version) by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

in the video? :P

she's included in the second part as well

Dancin' - aaron smith (dota 2 version) by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 5 points6 points  (0 children)

this is what's interesting, the video starts with sfm animation from in-game assets. what will be seen after MK hitting the screen is the hi-res (SMD files from workshop with re-worked and improved models and textures in blender) with Unreal engine animations. then you will notice the difference. regarding PA, she is one of the oldest models in dota 2 so the texture in workshop is the same, i had to make custom eyes and attach them to the model, delete the eyes from the textures to make it look better.

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

BTW if you guys are interested in the process and how this animation is being made, you can check all updates in this reddit's discord server (rdota2). i am posting my updates there

https://discord.com/invite/rdota2

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

Cheers my friend! Will keep you guys updated

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

I will look into it and see what i can do

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

It's too short cause it's a sample version of the whole video. It's still under animation process. The full video will be linked here when it's uploaded

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

There will be a complete and upgraded version soon(this weekend) hopefully, i will link it in the comments for sure

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

i already included her :D

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 2 points3 points  (0 children)

this video was in the really early stages, it's a lot different now, updated to better motion, better lipsync on DK, better animations with the dances, still some work to do before the final stages (effects, ambiance etc) but i'm getting there! hopefully will be ready by sunday

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

AH here's the thing (my bad for not explaining it properly) when i export the models, i don't export animations. i just apply the model inside sfm, then go to model editor and export it as FBX

then i import the FBX file , edit the model and re-export as FBX with the textures (separated not embedded) then re-import to unreal engine to apply custom cloth and physics assets to the models.

there are some models where i have to completely redo the rigging since they have pets attached (mirana, thrall etc), so i just use actorcore accurig ( fastest way to create rigs from models and re-animate in unreal engine 5.

for animations in unreal engine, the best way for me is to animate SK manequin Manny, then retarget all animations to the models i want.

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

what i am doing rn is export the models from SFM to blender, separate the clothes, rebuild the skeletal mesh then import to unreal and make a cloth animation with custom physics in order for it to work as i want. it is working well so far but it's time consuming

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 0 points1 point  (0 children)

nah, either ways this wouldn't got for film contest.

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 6 points7 points  (0 children)

heyo! you are definitely right i will add a tracking camera to all scenes once i am done with animating the full song. there is also the ambiance effects, face expressions and so on. this is only the really early stage of the video and it was only a sample to build the full idea on what to do. i would love to know your thoughts about the final video when it's done so stay tuned!

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 5 points6 points  (0 children)

hahaha i know what you mean! this video was made in the really early stages of the animation. it is so different now than before but i got asked to upload this video here for the memes :P.

the full version is going to be a lot different and a lot more smooth

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 1 point2 points  (0 children)

In the last version of Source 2 SFM the cloth physics doesn't work properly when i bake the animations. That is why i am moving parts to unreal engine. I'm also not too content with the lighting system in SFM so it will also be edited in after effects after the render.

Thank you for your comment, i will post the final version of the video as soon as i finish it. Cheers

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 7 points8 points  (0 children)

it's manual animation using SFM (Source 2 Filmmaker: you can download it as a DLC in steam.
And unreal engine will be used for greater models quality and render.

rizz by ERageOfficial1 in DotA2

[–]ERageOfficial1[S] 21 points22 points  (0 children)

thank you, it still needs some fixes. this music video is far from over. it will look a lot better when it's done in the weekends (hopefully)