I'm sure there's a series of guides for this but im not sure where to look.
I have WoW character models imported into the editor and everything so far works like a charm. (Default run, stand animations work automatically, didnt have to touch anything)
Now I need to learn how to apply my model's animations to the units specific behaviors such as casting, sprint, etc... but I don't know where to start.
Anyone know a good tutorial on assigning animations?
I have Intermediate/Advanced knowledge of the data editor so far, any tutorial should work for me.
You don't really need a tutorial, just open the editor, select the ghost, find it's actor, and look at the Events + field. Scroll down/up until you find Abil.Emp.S
basics are something like this...
Ability.X.SourceCastStart
Animation Play Spell,C
or
Effect.X.Start
Animation Play Spell,B
or
Behavior.X.On
Anim Play Spell,A
and you might even need stuff like
Whatever.X.Off/SourceCastFinish
AnimClear Spell,A
There are flags like 'Play Forever' which plays the animation once, but forever... like the Nuke ability casts the nuke, plays the required animation at the start of the nuke (leans down and aims) then Play Forever on the next animation (will remain in this 'continuous aim' position as long as required) and then plays the end animation where he stops aiming and stands up.
'Loop' will play the animation over and over until you clear that specific animation.
'Full Match'... dunno. Seems to only be used on UnitConstruction.
I'm sure there's a series of guides for this but im not sure where to look.
I have WoW character models imported into the editor and everything so far works like a charm. (Default run, stand animations work automatically, didnt have to touch anything)
Now I need to learn how to apply my model's animations to the units specific behaviors such as casting, sprint, etc... but I don't know where to start.
Anyone know a good tutorial on assigning animations?
I have Intermediate/Advanced knowledge of the data editor so far, any tutorial should work for me.
@cinicraft: Go
You don't really need a tutorial, just open the editor, select the ghost, find it's actor, and look at the Events + field. Scroll down/up until you find Abil.Emp.S basics are something like this...
or
or
and you might even need stuff like
There are flags like 'Play Forever' which plays the animation once, but forever... like the Nuke ability casts the nuke, plays the required animation at the start of the nuke (leans down and aims) then Play Forever on the next animation (will remain in this 'continuous aim' position as long as required) and then plays the end animation where he stops aiming and stands up.
'Loop' will play the animation over and over until you clear that specific animation.
'Full Match'... dunno. Seems to only be used on UnitConstruction.