I have a 2D flat sprite model and the animations to swing the sword requires me to scale and re-size the actor for each frame. i heard about site offset rotations.
Can i detach the sword and make it a separate actor/model and spin that around using the unit as the center point?
Did some ugly schematic :D to save myself from typing a wall. Make this actor work with triggers. This is if u need to rotate sword towards mouse position, if u need this shit just rotating around use SOpRotator instead of vector forward.
I'm currently have started trying using a series of attachment points cause this method i realized will only work with Link(zelda) sprite. some of the other sprites which actively carry weapons will have issues.
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I have a 2D flat sprite model and the animations to swing the sword requires me to scale and re-size the actor for each frame. i heard about site offset rotations.
Can i detach the sword and make it a separate actor/model and spin that around using the unit as the center point?
Update,
Jade has refereed me to the colossus beam
Depends how the sprite is set up. If it is just a plane with different textures then the answer is no.
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
couldnt i do it like the uberlisk? attach model to model with an offset then use site offset to rotate it around?
Did some ugly schematic :D to save myself from typing a wall. Make this actor work with triggers. This is if u need to rotate sword towards mouse position, if u need this shit just rotating around use SOpRotator instead of vector forward.
Thats Epic.....and exactly what i asked for
I'm currently have started trying using a series of attachment points cause this method i realized will only work with Link(zelda) sprite. some of the other sprites which actively carry weapons will have issues.