I would like know how to stop a unit from Bobbing up and down when Standing, Attacking and Moving. This can be very annoying with certain camera angles.
Data editor / Units/ find unit/ right side type "Fidget" go in there and reduce the UI fidget levels to zero. They should just stand there like a robot.
Make a Battlecruiser on an empty map and apply the properties you just said. Increase its scale by 400% so you can really see it. You should see the battlecruiser rocking from side-to-side like a boat.
By giving it a behavior that slows it's "Time Scale" by 99% I was able to slow this rocking effect by 99% as well, however that also means that everything else is equally as slowed (it's movement speed, attack speed, turn speed, animation speeds) and thus is not a practical fix.
I'm wondering if there is an Animation that I can remove.
There might some actors associated with these behavior, first of all check the models of the unit to see if the bobbling is part of the model or not. If not then its probably some site ops actor attached to it.
For example this is one actor that rocks unit back and forth
There are no models attached to it that I see. After some experiment (after reading that tutorial) I have yet to find this hidden site actor. I did find the Anti Grav Rocket actor, but that was not the one that affected it.
However it may be possible to "counter" the natural rocking of this unit by Fine-tuning the values of the Anti Grav Rocket to the opposite values over the same period of time.
There are no models attached to it that I see. After some experiment (after reading that tutorial) I have yet to find this hidden site actor. I did find the Anti Grav Rocket actor, but that was not the one that affected it.
However it may be possible to "counter" the natural rocking of this unit by Fine-tuning the values of the Anti Grav Rocket to the opposite values over the same period of time.
I have no idea how to stop this animation. I do know for a fact that it is within our power to stop it. This is because the "Time Scale" Behavior to 0.01 nearly stops this rocking, proving that it is NOT an inherit property of the model itself.
Also, I was nearly able to stop the rocking in real-time by Adjusting the anti grav rocket to Pitch: (0,0) Pitch Period (0,0), Roll (-1,0), Roll Period: (1, 1.2). This approach was inspired by trying to achieve a total Out-of-phase wave model.
So if anyone finds a way to prevent flying units from rolling about, that would be awesome.
For now, animation time scale to 1/10 suffices for my specific problem because its not noticeable over a short time interval. I simply increased the other properties of the battle cruiser by 10 times.
I'll state it again. When I go to AnimApplyGroup, I can only chose ONE letter at a time. I have no way of selecting "GL" as a whole. I can select G, then select L in the second drop down and get "GL."
Also where do I put the GL? There are three places that I can enter GL in that particular action.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I would like know how to stop a unit from Bobbing up and down when Standing, Attacking and Moving. This can be very annoying with certain camera angles.
@EdwardSolomon: Go
Hey guys
@EdwardSolomon: Go
Data editor / Units/ find unit/ right side type "Fidget" go in there and reduce the UI fidget levels to zero. They should just stand there like a robot.
Is that the bobbing you are talking about?
@stevehammon: Go
I'll take a look, one second.
No this is not it.
Make a Battlecruiser on an empty map and apply the properties you just said. Increase its scale by 400% so you can really see it. You should see the battlecruiser rocking from side-to-side like a boat.
By giving it a behavior that slows it's "Time Scale" by 99% I was able to slow this rocking effect by 99% as well, however that also means that everything else is equally as slowed (it's movement speed, attack speed, turn speed, animation speeds) and thus is not a practical fix.
I'm wondering if there is an Animation that I can remove.
@EdwardSolomon: Go
There might some actors associated with these behavior, first of all check the models of the unit to see if the bobbling is part of the model or not. If not then its probably some site ops actor attached to it.
For example this is one actor that rocks unit back and forth
http://forums.sc2mapster.com/resources/tutorials/15253-tutorial-data-the-roll-copter-drunk-marauder-etc-by/
@progammer: Go
There are no models attached to it that I see. After some experiment (after reading that tutorial) I have yet to find this hidden site actor. I did find the Anti Grav Rocket actor, but that was not the one that affected it.
However it may be possible to "counter" the natural rocking of this unit by Fine-tuning the values of the Anti Grav Rocket to the opposite values over the same period of time.
@progammer: Go
There are no models attached to it that I see. After some experiment (after reading that tutorial) I have yet to find this hidden site actor. I did find the Anti Grav Rocket actor, but that was not the one that affected it.
However it may be possible to "counter" the natural rocking of this unit by Fine-tuning the values of the Anti Grav Rocket to the opposite values over the same period of time.
@EdwardSolomon: Go
I have no idea how to stop this animation. I do know for a fact that it is within our power to stop it. This is because the "Time Scale" Behavior to 0.01 nearly stops this rocking, proving that it is NOT an inherit property of the model itself.
Also, I was nearly able to stop the rocking in real-time by Adjusting the anti grav rocket to Pitch: (0,0) Pitch Period (0,0), Roll (-1,0), Roll Period: (1, 1.2). This approach was inspired by trying to achieve a total Out-of-phase wave model.
So if anyone finds a way to prevent flying units from rolling about, that would be awesome.
Time Scale is the animation speed of the model so I'm afraid that's part of the stand animation
@progammer: Go
Is there any way of using model with no animations>
@EdwardSolomon: Go
For now, animation time scale to 1/10 suffices for my specific problem because its not noticeable over a short time interval. I simply increased the other properties of the battle cruiser by 10 times.
@EdwardSolomon: Go
Good workaround found:
Add new actor Event - Actor Creation
-Action - Animation Set Paused All - Paused Enabled
:)
I'm wondering which animation it is. I've already tried individually pausing the "Stand" animation to no avail, but pausing all of them does work.
EDIT: Is there anywhere I can view all of the Animation strings for the actor?
Go to the model. View it in the Previewer. There are different animations (like [1] Stand; [2] Death ...)
Events+
Unit.Birth
AnimGroupApply "GL"
Can you be more description here. I'm getting AnimGroupApply {} G,L
@EdwardSolomon: Go
I'll state it again. When I go to AnimApplyGroup, I can only chose ONE letter at a time. I have no way of selecting "GL" as a whole. I can select G, then select L in the second drop down and get "GL."
Also where do I put the GL? There are three places that I can enter GL in that particular action.