I think this is how you do it but I haven't confirmed it yet myself:
Go into the Unit Actor you want to modify (not the unit itself, the Actor)
Check out the Animation - Baselines +
Change whatever "Walk" is to the animation you want. Note there are a ton of options, but they're not available for all models... you'll need to check the actor model's animation names in order to figure out which ones have a "run" animation, for example
You may also need to change Animation - Walk Animation Movement Speed so your movement doesn't look completely retarded.
I can confirm this. I made a unit using Tassadars model and he ran around all the time and it looked stupid... Tassadar running around? Isn't he a spirit? lol. Anyways, I changed the Walk in Baseline+ to Fly and he flies around instead of walking.
Okay.. so now that works but now i also have a unit that just stands there instead of attacking (ive had this) how do i change it for attack? doesnt seem to be in the same field
Attacking an other abilities are under Event - Events + in the Unit Actor. If you're not familiar with this part of the editor, it's a long list of animations that the model can go through when an event registers on it (such as the unit using an ability) You'll have to add the following to the list of events (right click, then select Add Event):
Event:
Msg Type: Weapon Start
Source Name: (Any)
Sub Name: AttackStart
Action:
Target: (leave this blank)
Msg Type: Animation Bracket Start
Name: (create a new name from the Customize button called "Attack", or use the word "Attack if it's already in the drop-down box)
Opening: Attack
(leave the rest the way they are)
This should make the unit attack when it attacks (unless the model you're working with doesn't have an attack animation, such as the Medic).
There's also some more events you should add to the actor in the same way I just described in order to make things look smooth - there's too much for me to post here, but you might try taking a look at one of Blizzard's attacking units' Event - Events + tab and seeing what's going on.
Attacking an other abilities are under Event - Events + in the Unit Actor. If you're not familiar with this part of the editor, it's a long list of animations that the model can go through when an event registers on it (such as the unit using an ability) You'll have to add the following to the list of events (right click, then select Add Event):
Action:
Target: (leave this blank)
Msg Type: Animation Bracket Start
Name: (create a new name from the Customize button called "Attack", or use the word "Attack if it's already in the drop-down box)
Opening: Attack
(leave the rest the way they are)
This should make the unit attack when it attacks (unless the model you're working with doesn't have an attack animation, such as the Medic).
There's also some more events you should add to the actor in the same way I just described in order to make things look smooth - there's too much for me to post here, but you might try taking a look at one of Blizzard's attacking units' Event - Events + tab and seeing what's going on.
I have tried this, yet the unit does not perform it's run animation after he has attacked
edit : got it to work by adding an animation bracket stop.
edit : wtf now the unit only plays his attack animation on one unit
edit : Z.Z the guy is starting his attack animation right when the effect is applied. Now, is there a way to add a delay (e.g. 1 second) between when the unit uses attack and effect is applied?
Hold on, I'm on it. Been busy... I will edit this post with a solution soon.
[Edit]
I'm trying to get a good read on what kind of ability you're doing.
The best way I can think of doing a delay between the animation and the effect is to change the Effect - Effect on the weapon from simply running the effect to a new Effect - Create Persistent. Then you can put a delay in the Persistent (in Effect - Initial Delay), then put your effect that you want to separate from the attack into Effect - Effect - Initial.
From there, you'll need to modify your Actor (the one that's doing the attack animation) to play when you start the Persistent, not the actual effect.
So your final product will be an attack that applies a Create Persistent where your actor will animate, which will wait a certain delay period before applying a different effect later.
This probably isn't the only solution, but it's the best that can come off my head right now.
simpel. i have a model that i want to use the "Run" animation instead of "Walk" help?
@illidans911: Go
I think this is how you do it but I haven't confirmed it yet myself:
I'm going to try and confirm this soon...
@Johnzee: Go
I can confirm this. I made a unit using Tassadars model and he ran around all the time and it looked stupid... Tassadar running around? Isn't he a spirit? lol. Anyways, I changed the Walk in Baseline+ to Fly and he flies around instead of walking.
Okay.. so now that works but now i also have a unit that just stands there instead of attacking (ive had this) how do i change it for attack? doesnt seem to be in the same field
@illidans911: Go
Attacking an other abilities are under Event - Events + in the Unit Actor. If you're not familiar with this part of the editor, it's a long list of animations that the model can go through when an event registers on it (such as the unit using an ability) You'll have to add the following to the list of events (right click, then select Add Event):
Event:
Action:
(leave the rest the way they are)
This should make the unit attack when it attacks (unless the model you're working with doesn't have an attack animation, such as the Medic).
There's also some more events you should add to the actor in the same way I just described in order to make things look smooth - there's too much for me to post here, but you might try taking a look at one of Blizzard's attacking units' Event - Events + tab and seeing what's going on.
I have tried this, yet the unit does not perform it's run animation after he has attacked
edit : got it to work by adding an animation bracket stop.
edit : wtf now the unit only plays his attack animation on one unit
edit : Z.Z the guy is starting his attack animation right when the effect is applied. Now, is there a way to add a delay (e.g. 1 second) between when the unit uses attack and effect is applied?
/grr
@illidans911: Go
Hold on, I'm on it. Been busy... I will edit this post with a solution soon.
[Edit]
I'm trying to get a good read on what kind of ability you're doing.
The best way I can think of doing a delay between the animation and the effect is to change the Effect - Effect on the weapon from simply running the effect to a new Effect - Create Persistent. Then you can put a delay in the Persistent (in Effect - Initial Delay), then put your effect that you want to separate from the attack into Effect - Effect - Initial.
From there, you'll need to modify your Actor (the one that's doing the attack animation) to play when you start the Persistent, not the actual effect.
So your final product will be an attack that applies a Create Persistent where your actor will animate, which will wait a certain delay period before applying a different effect later.
This probably isn't the only solution, but it's the best that can come off my head right now.