Any idea how to modify Jim Raynor attack animation so that instead of acting burst shot, it shoots single shot or doesnt shake at all.
I tried changing the model unit of Jim Raynor (not the whole unit, coz I wanted all the properties stays the same) to Jim Raynor Commando and change his
weapon to sniper. But When he attack, it shoots sniper single shot, thats fine, but he acts like as he is using a gauss gun with the burst shot. Any brains
to share with me? thank you!
Without exporting-editing-importing the model, I'm gonna guess your best bet is to try to cut the animation short with a trigger or something... no idea how it'll look though.
Firstly, I'm under the impression that the raynor models, notable raynor commando, have spell animations that are single shdots. If you open up the previewer and find these apropriate, just synch them up with your action start times using the duration time setting and tweaking the ability cast start time.
If those models are inapropriate, or just not feeling right, you could try and cut short a normal fire animation, using the time scale time setting, however you will need to tweak a lot to get this to cut into the animation perfectly, and you may need to add a different event to stop the animation or run another, and this will probbably create a small jump as the model transitions instantly from firing to ... not firing.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi,
Any idea how to modify Jim Raynor attack animation so that instead of acting burst shot, it shoots single shot or doesnt shake at all. I tried changing the model unit of Jim Raynor (not the whole unit, coz I wanted all the properties stays the same) to Jim Raynor Commando and change his weapon to sniper. But When he attack, it shoots sniper single shot, thats fine, but he acts like as he is using a gauss gun with the burst shot. Any brains to share with me? thank you!
Without exporting-editing-importing the model, I'm gonna guess your best bet is to try to cut the animation short with a trigger or something... no idea how it'll look though.
Two possible Solutions.
Firstly, I'm under the impression that the raynor models, notable raynor commando, have spell animations that are single shdots. If you open up the previewer and find these apropriate, just synch them up with your action start times using the duration time setting and tweaking the ability cast start time.
If those models are inapropriate, or just not feeling right, you could try and cut short a normal fire animation, using the time scale time setting, however you will need to tweak a lot to get this to cut into the animation perfectly, and you may need to add a different event to stop the animation or run another, and this will probbably create a small jump as the model transitions instantly from firing to ... not firing.