Below are some technical problems artists have encountered while authoring or submitting items.
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Valve reference file. Are you weighting meshes to a current Valve reference file? Old Valve model files, files from other sources or decompiled game files may contain incorrect scaling or inaccurate joint positions. You can download Valve's latest model files from the Hero Resource page.
Import and Export with Scale Factor set to 1.0. Our workshop tools don't use a set unit of measurement. However, when you import our workshop reference files or export your item files, it is important to ensure that your importer and exporter do not apply a scale factor other than 1.0. The scale factor can be viewed in your software's import and export settings. You should confirm the correct scale settings before importing any Valve workshop file.
Bone renaming. If you see a compile error saying bones have not been found, check to see if your reference file import or authoring process, such as adding a rig, caused the bones of our default skeleton to become renamed.
Include the root bone. Export your mesh file with the root bone included. Some exporters may decide to ignore the root if it is not part of the skinning, to avoid that you can add the root bone to the skin with 0 influence.
Altered joint positions. Did you reposition the joints of Valve's default hero skeleton before authoring your item? Community hero wearable items, including mounts, must work with Valve's default hero joint positions and animations.
Mesh shape is incompatible with animated joints. Is your mesh drastically different from the default hero skeleton in an area that has many highly active joints, such as wings? If your mesh distorts too much during animations you may have to revise the mesh to more closely follow the skeleton.
Valve cloth. If you are authoring something that uses Valve's cloth, such as Zeus' scarf or Crystal Maiden's cape, study the skinning on Valve's hero reference file and copy it if necessary. Source 2 cloth requires very careful weighting.
Static model export pose. Have you accidentally exported your model on an action pose or a range of animation? You'll need to export your model as a single, static frame of the skeleton's bind pose. If your item is skinned to a Valve skeleton, the joints must match the scale, positions and rotations of Valve's bind pose.
4 Vertex skinning limit. Our game is only able to support the skinning of 4 vertices per joint. Skinning on additional vertices will be deleted.
Mesh triangulation. Did you triangulate your mesh? If you don't do this, our workshop tool will triangulate the mesh, which may cause changes from the deformation you authored.
Duplicate bone names. If you are creating a custom skeleton for a ward, courier or ability model, avoid having duplicate bone names. These can cause model distortions in Source 2.
Custom skeleton checkbox. If you are submitting an ability model with a custom skeleton and custom animations, be sure to mark the 'Model Uses a Custom Skeleton' checkbox to ensure that Valve's default animations for that item type are not accidentally applied to your skeleton.
FBX or DMX exports. If you are seeing issues with models that have been exported as FBX files and have followed all of the above requirements, try exporting files as DMX if you have that option.