I'm working with the Heroes of the Storm models and right now I'm just trying to get everything to work properly. I'm working on the range characters (since they need more actors than the melee) and I need help blending their animations properly. Right now, Kael'thas, he will begin the attack animation and then the missile is fired, he'll continue the animation, spot half or less than half way through, and restart from the beginning. I got it to fire from alternating hands, but I was wondering if there is an easy way to accomplish this in the Data side of things.
I got Jaina and Sylvanas working by setting their weapon's Damage Point to .2 above their Attack Period, but Kael'thas wasn't as lucky.
It might be due to the ratio of the animation to weapon speed ratio. Theres a couple ways to fix that.
The first way is to simply make the weapon slower to match the animation speed.
The second way is to go to the actor for Kael and set the attack animation to use 'duration' and set it to the weapon speed. This means the animation will play it's whole length in that specific duration, this can cause the animations to lose their fluidity sometimes though.
Shouldn't the animation increase as the weapon speed increases? Just like the walk animation if I increase their speed to run across the map, they look like they run (rather speed walk) across the map perfect. If I do run into a fluidity problem is there a way to work around it? I'll have to do all this tomorrow when I'm back home.
You can get that speedy effect by doing the second method mentioned in the first post, you probably won't lose the fluidity of the animation unless you have the ridiculous WC3-esque custom map attack speeds lol, but it can happen sometimes. I'll elaborate on the first method a bit more just in case though, which can be an alternative to that situation.
The actual animation fires when the weapons effect fires. If the animation isn't completing it's because the weapon effect is triggering before the complete duration of the animation, thus cutting the current animation and starting again.
What you can do is open the model in the cutscene editor, find it's attack animation, it will show you the duration of the animation. If you set Kaels weapon speed to the time it takes for the animation to complete (or the longest attack animation if he uses multiple) then the animation will run at the default speed, which normally looks the most natural, and will complete timely.
Alright! I'm about to implement it right now. The only thing I'm worried about with that first method is what if he has increased attack speed, but no I don't plan on having those insane WC3 attacks haha. .5 would be the lowest I go and that would probably be Illidan if anyone.
I set Kael'thas and Sylvans (who's animation worked perfectly by changing the Damage Point) attack animation to equal their frames. Kael'thas had exactly 2000 frames for all of his attacks (2 seconds) and Sylvanas had between 1533-1534 (1.5 seconds) for all of hers. After removing the damage point from Sylvanas, the only change is that her arrow is fired instantly instead of waiting for the animation (bow string draw-back) to be let go (what the damage point did perfectly). On Kael'thas, his first show is instant without an animation play and his second shot looks perfectly, but in his actors I've set it up where he can attack from both hands. The left hand animation skips but the missile is still fired from his hand (not the same problem) and then his right hand looks fine again. I wish there was just a way to make them look exactly how Heroes of the Storm got them. Or at least saw how they did it.
I'm working with the Heroes of the Storm models and right now I'm just trying to get everything to work properly. I'm working on the range characters (since they need more actors than the melee) and I need help blending their animations properly. Right now, Kael'thas, he will begin the attack animation and then the missile is fired, he'll continue the animation, spot half or less than half way through, and restart from the beginning. I got it to fire from alternating hands, but I was wondering if there is an easy way to accomplish this in the Data side of things.
I got Jaina and Sylvanas working by setting their weapon's Damage Point to .2 above their Attack Period, but Kael'thas wasn't as lucky.
Any information would be lovely!
Thanks
Torewin
It might be due to the ratio of the animation to weapon speed ratio. Theres a couple ways to fix that.
The first way is to simply make the weapon slower to match the animation speed.
The second way is to go to the actor for Kael and set the attack animation to use 'duration' and set it to the weapon speed. This means the animation will play it's whole length in that specific duration, this can cause the animations to lose their fluidity sometimes though.
@FatCatTrap: Go
Shouldn't the animation increase as the weapon speed increases? Just like the walk animation if I increase their speed to run across the map, they look like they run (rather speed walk) across the map perfect. If I do run into a fluidity problem is there a way to work around it? I'll have to do all this tomorrow when I'm back home.
Thanks for the reply!
Torewin
You can get that speedy effect by doing the second method mentioned in the first post, you probably won't lose the fluidity of the animation unless you have the ridiculous WC3-esque custom map attack speeds lol, but it can happen sometimes. I'll elaborate on the first method a bit more just in case though, which can be an alternative to that situation.
The actual animation fires when the weapons effect fires. If the animation isn't completing it's because the weapon effect is triggering before the complete duration of the animation, thus cutting the current animation and starting again.
What you can do is open the model in the cutscene editor, find it's attack animation, it will show you the duration of the animation. If you set Kaels weapon speed to the time it takes for the animation to complete (or the longest attack animation if he uses multiple) then the animation will run at the default speed, which normally looks the most natural, and will complete timely.
@FatCatTrap: Go
Alright! I'm about to implement it right now. The only thing I'm worried about with that first method is what if he has increased attack speed, but no I don't plan on having those insane WC3 attacks haha. .5 would be the lowest I go and that would probably be Illidan if anyone.
I'll let you know what happens!
Thanks,
Torewin
@FatCatTrap: Go
I set Kael'thas and Sylvans (who's animation worked perfectly by changing the Damage Point) attack animation to equal their frames. Kael'thas had exactly 2000 frames for all of his attacks (2 seconds) and Sylvanas had between 1533-1534 (1.5 seconds) for all of hers. After removing the damage point from Sylvanas, the only change is that her arrow is fired instantly instead of waiting for the animation (bow string draw-back) to be let go (what the damage point did perfectly). On Kael'thas, his first show is instant without an animation play and his second shot looks perfectly, but in his actors I've set it up where he can attack from both hands. The left hand animation skips but the missile is still fired from his hand (not the same problem) and then his right hand looks fine again. I wish there was just a way to make them look exactly how Heroes of the Storm got them. Or at least saw how they did it.
Thanks for the help
Torewin
Hmm there probably is a way to do it but I just don't know how :p
All good mate, take it easy.
@FatCatTrap: Go
Thanks for the help! Hopefully someone else knows how. Meanwhile I'll just work on abilities!
Torewin