| 07-24-2009, 08:47 PM | #1 |
Hello guys, can anyone tell me if it's possible to add a blank animation to an existing model, you see, I was editing the ImpaleDust effect, I was needing it so that my knockback script wouldn't need to call a dozen of Add and DestroyeEffect calls, I've sucessfully added a death animation using Magos, but the problem is when I import it to a map, the particle emitter shows up on the blank animation I added, but when I check it on Magos' model editor it doesn't and it works well. Do you guys know why the edited model is acting weird? For instance, when I tested the effect, I added it to a unit, it works fine, the birth animation loops properly, but when I destroy the effect, the particle emitter shows up, even though I didn't put the animation keys of the death animation on the particle emitter. Thanks for any help, and sorry for the confusing explanation. |
| 07-25-2009, 09:49 AM | #2 |
It could be that the sequence is in non-chronological order. For example, birth is at 1200, 1400; and you add one after this that is 400, 900. Basically, the sequences have to be in order along the timeline, going down the MDL. You'll need to check this in notepad. If that's not it, you'll have to post the model. |
| 07-25-2009, 02:18 PM | #3 |
Thanks for replying, I already fixed it, it isn't actually acting weird, t'was just me being noob lol. Thanks for the information about the frames, I think that was part of the problem. I think the main issue was my death animation having no frames, when I added 3000 frames the particle emitter worked fine, I got the idea from looking at WE's model priviewer, I noticed that most models required 3 seconds of death time, I also found out that effects dont get destroyed instantly, it remains there (kinda like when units decay without bones) for 2.5 ~ + seconds. |
| 07-30-2009, 12:48 PM | #4 |
Death animations are supposed to have a fixed length that is then dynamically scaled to the unit's death time. IIRC it's 1800 frames, so if you're too far off the mark, errors will appear. |
