Construction animations are a bit complicated, the main components are some Model actors (not all of which have an actual 3D model assigned...) and a Progress actor which automatically generates "stages" from the build ability data (i.e. build time).
I haven't looked into the Zerg version, but Terran and Protoss have two distinct trees (for each of the three "sizes"). One tree is for the build animation (scaffolding/warp rift), the other I believe handles animation controls on the unit model itself: Terran buildings rise out of the ground about 2/3 into construction, Protoss ones phase in during the last few seconds, Zerg buildings "pop up" at the end. If your model has valid construction animations (which the spinecrawler does), it should be enough to copy that second tree of actors and link it up to your build ability.
As for your morph, stop that "fixed facing" issue, not sure where to set it but your "egg" always faces south?, and the unit tries to face south before initiating the morph. Then, just add some eye candy: A dust cloud/transfuse/Razor Swarm to mask the sudden appearance of the egg, and a gooey explosion + the egg death animation at the end. For the egg death, make sure that actor is stationary and doesn't turn/move if the unit is ordered to do so immediately after morphing.
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Ok heres video it shows what I'm talking about.
And heres another question, anyone know how i can make my egg morph ability look better? it looks awful ;/
Construction animations are a bit complicated, the main components are some Model actors (not all of which have an actual 3D model assigned...) and a Progress actor which automatically generates "stages" from the build ability data (i.e. build time).
I haven't looked into the Zerg version, but Terran and Protoss have two distinct trees (for each of the three "sizes"). One tree is for the build animation (scaffolding/warp rift), the other I believe handles animation controls on the unit model itself: Terran buildings rise out of the ground about 2/3 into construction, Protoss ones phase in during the last few seconds, Zerg buildings "pop up" at the end. If your model has valid construction animations (which the spinecrawler does), it should be enough to copy that second tree of actors and link it up to your build ability.
As for your morph, stop that "fixed facing" issue, not sure where to set it but your "egg" always faces south?, and the unit tries to face south before initiating the morph. Then, just add some eye candy: A dust cloud/transfuse/Razor Swarm to mask the sudden appearance of the egg, and a gooey explosion + the egg death animation at the end. For the egg death, make sure that actor is stationary and doesn't turn/move if the unit is ordered to do so immediately after morphing.