I have a model with Grab and Throw animations. This model also has three animations that should be played in sequence to achieve it's death (FlyDeathStart, FlyDeathLoop, FlyDeathEnd).
How do I play the Grab and Throw animations upon ability use?
How do I use the FlyDeath Animation sequence upon the unit dying (it appears my unit gets replaced entirely by another model when it dies, how do I also fix this?)
You can, at least when playing single animations. The relevant action is AnimSetTime, the parameter is given in the same time unit as used by the model viewer/cutscene module (I assume it to be seconds in real-time)
I don't know if there's an equivalent action for animation brackets, but they don't add any core functionality as far as I know. (they do make basic animations a lot simpler though)
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I have a model with Grab and Throw animations. This model also has three animations that should be played in sequence to achieve it's death (FlyDeathStart, FlyDeathLoop, FlyDeathEnd).
How do I play the Grab and Throw animations upon ability use?
How do I use the FlyDeath Animation sequence upon the unit dying (it appears my unit gets replaced entirely by another model when it dies, how do I also fix this?)
@EdwardSolomon: Go
In events in unit actor you make an event for ability used and set the action to Animation bracket start (or something like that)
same way to play the death animations. Also in the actor there is a field for when the unit dies. Delete the model that plays there.
Can I also control which frames of the animation are played? For instance Frames 50-150?
Ask Kueken531 or BorgDragon, they have more experience with that than I do.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You can, at least when playing single animations. The relevant action is AnimSetTime, the parameter is given in the same time unit as used by the model viewer/cutscene module (I assume it to be seconds in real-time)
I don't know if there's an equivalent action for animation brackets, but they don't add any core functionality as far as I know. (they do make basic animations a lot simpler though)