So Im importing the WOW human male model into SC2.
I exported the model so that it would export with all of the WOW animations for it included... I did not rename any of the animations.
I can view the model in the SC2 model previewer and I can preview the animations for the model in the previewer.
So far I have found no way to play custom animation names in game either through triggers or actor events.
In the tutorial for importing wow models it says you have to rename the animations you want for the model to existing SC2 animation names
IS there a list of all the available animation names you can use in SC2
I have also read that you can name things like "stand 01","stand 02", "stand 03" and so on what are all the limitations to this.
I would really like to carry over and be able to use all of the model animations from WOW into SC. Yes the models file size is larger. But I intend to use this one model for the majority of my map.
Heres a list of other forum topics that seem to cover animations slightly
There is an actor message called "Play Sequence", which can play an animation using any animation name you type in.
The list of useable animations is basically everything you can pick as an animation name for the AnimationPlay actor message and any combination of up to 4 of those (afaik separated by a space).
The numbers 01 or 02 are picked via "Variation 01" and "Variation 02", if you do not specify a variation (just stand for your example), it will pick a random one of these animations instead.
The list of useable animations is basically everything you can pick as
an animation name for the AnimationPlay actor message and any
combination of up to 4 of those (afaik separated by a space).
The numbers 01 or 02 are picked via "Variation 01" and "Variation 02",
if you do not specify a variation (just stand for your example), it will
pick a random one of these animations instead.
So let me get this right. By default SC2 supports all the animation names listed in the animation name list with up to four variations? 01- 04?
Are there any specific animation names that do not support the 01-04 variation numbering scheme?
Going to be trying to find a list of all available animation names and put them up on this topic.
This actor message will allow me to play animations on a wow model using the original animation name from wow such as "Attack1H" ?
Could have sworn I tried this message I will have to try it later tonight would be nice to have some additional confirmation.
Indeed, I used this for example to make a Marauder play his old attack animation, where he uses both grenade launchers at once, the name being "Attack0ld". There is a tutorial on how to use this specific animation, which uses exactly this method.
Obviously "Attack0ld" is not your standard animation name ;)
Quote:
So let me get this right. By default SC2 supports all the animation names listed in the animation name list with up to four variations? 01- 04?
Are there any specific animation names that do not support the 01-04 variation numbering scheme?
The amount of supported variations is not limited to 4 (dunno where the limit is, but I have seen 10+ variations for some animations)
I was speaking of the limit of combinations for names. The Actors let you select a combination of up to 4 animation names, for example something like "stand" + "work" + "end" + "Variation 02", which translates into "stand work end 02". However, something like "stand work end A 01" is not possible using the normal actor message (simply because you can pick only 4 animation names at once), however should be possible using Play Sequence again.
Indeed, I used this for example to make a Marauder play his old attack
animation, where he uses both grenade launchers at once, the name being
"Attack0ld". There is a tutorial on how to use this specific animation,
which uses exactly this method.
Obviously "Attack0ld" is not your standard animation name ;)
Is it possible to use this actor message from the actor events. Or can this only be done from triggers?
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I was speaking of the limit of combinations for names. The Actors let
you select a combination of up to 4 animation names, for example
something like "stand" + "work" + "end" + "Variation 02", which
translates into "stand work end 02". However, something like "stand work
end A 01" is not possible using the normal actor message (simply because
you can pick only 4 animation names at once), however should be possible
using Play Sequence again.
I wish I knew what you meant by
"stand" + "work" + "end" + "Variation 02", which translates into "stand work end 02".
I think that is getting into the animation bracket stuff... which atm Im a complete noob at. So far I have triggered most of my animations when I want specfic ones. So Im not really sure what "stand work end 02" means.
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KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
I wish I knew what you meant by
"stand" + "work" + "end" + "Variation 02", which translates into "stand work end 02".
I think that is getting into the animation bracket stuff... which atm Im a complete noob at. So far I have triggered most of my animations when I want specfic ones. So Im not really sure what "stand work end 02" means.
You can give an animation the name "stand work end 02". Actors can pick all of those animation names, when you need to specify a name. You cannot pick "stand work end 02" from a list, but you can pick "stand", then you can extend it with "work", further extend it with "end" and finally pick "Variation 02". Not more than 4 consecutive names allowed, though, so you cannot pick my second example "stand work end A 01", because it would require 5 consecutive names.
However, using triggers this should be no problem at all, since you can use script and just enter the complete animation name.
This is the tutorial I talked about, he describes, how to send the correct actor message using triggers, even without using script, it works just as good when selecting the actor message in the actor itself without using triggers.
Else alter the model from the Models data type to use a model event at the right point of the animation that the events then use to clear the animation. By the way, nice necro 1 year 7 months.
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So Im importing the WOW human male model into SC2.
I exported the model so that it would export with all of the WOW animations for it included... I did not rename any of the animations.
I can view the model in the SC2 model previewer and I can preview the animations for the model in the previewer.
I would really like to carry over and be able to use all of the model animations from WOW into SC. Yes the models file size is larger. But I intend to use this one model for the majority of my map.
Heres a list of other forum topics that seem to cover animations slightly
There is an actor message called "Play Sequence", which can play an animation using any animation name you type in.
The list of useable animations is basically everything you can pick as an animation name for the AnimationPlay actor message and any combination of up to 4 of those (afaik separated by a space).
The numbers 01 or 02 are picked via "Variation 01" and "Variation 02", if you do not specify a variation (just stand for your example), it will pick a random one of these animations instead.
Going to be trying to find a list of all available animation names and put them up on this topic.
Indeed, I used this for example to make a Marauder play his old attack animation, where he uses both grenade launchers at once, the name being "Attack0ld". There is a tutorial on how to use this specific animation, which uses exactly this method.
Obviously "Attack0ld" is not your standard animation name ;)
The amount of supported variations is not limited to 4 (dunno where the limit is, but I have seen 10+ variations for some animations)
I was speaking of the limit of combinations for names. The Actors let you select a combination of up to 4 animation names, for example something like "stand" + "work" + "end" + "Variation 02", which translates into "stand work end 02". However, something like "stand work end A 01" is not possible using the normal actor message (simply because you can pick only 4 animation names at once), however should be possible using Play Sequence again.
Is it possible to use this actor message from the actor events. Or can this only be done from triggers?
I wish I knew what you meant by
I think that is getting into the animation bracket stuff... which atm Im a complete noob at. So far I have triggered most of my animations when I want specfic ones. So Im not really sure what "stand work end 02" means.
Its possible in the actor events, I successfully used it.
You can give an animation the name "stand work end 02". Actors can pick all of those animation names, when you need to specify a name. You cannot pick "stand work end 02" from a list, but you can pick "stand", then you can extend it with "work", further extend it with "end" and finally pick "Variation 02". Not more than 4 consecutive names allowed, though, so you cannot pick my second example "stand work end A 01", because it would require 5 consecutive names.
However, using triggers this should be no problem at all, since you can use script and just enter the complete animation name.
This is the tutorial I talked about, he describes, how to send the correct actor message using triggers, even without using script, it works just as good when selecting the actor message in the actor itself without using triggers.
@Kueken531: Go
Well thanks for the assistance, this should keep me busy at home tonight. I hope I can get it figured out.
So I should be able to play all of the WOW models animations with out having to rename any of them.... that is currently my goal.
Renaming 300 animations is a pain in the ass =)
Then I gotta work through Importing the textures for armor and such.
@SouLCarveRR: Go
How does one return the Actor to normal after the sequence is played? My actors becomes frozen at the end of his final animation.
EDIT: To be specific, the "Play Forever" option checks itself EVEN after I check it. I believe this is the problem.
Try the animation clear event action?
Else alter the model from the Models data type to use a model event at the right point of the animation that the events then use to clear the animation. By the way, nice necro 1 year 7 months.
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