| 05-12-2010, 12:23 AM | #1 |
Hello all. I've got a very simple problem. I'm using animations that a unit already has setup, they all work fine and everything like that. Now one animation in particular is the stand victory animation on the orc shaman. If you use it right, it looks like the unit is performing an uppercut. Anyways, I want to know how I can remove the elevation change that he unit undergoes when it performs this animation that that the animation fires normally, but you don't get the "jump" part of it. I don;t have any modelling software, but I'd like to know if this is a simple thing to do using the other freeware tools that are currently available from the website. Right now I'm using oinkerwinkle's tools ( - warsshape). Thanks in advance. |
| 05-12-2010, 01:55 AM | #2 |
I guess you want something like this. I have changed the animation name to Spell Throw. Oh and it was really simple to do. In theory you could even make it with magos model editor or with notepad. |
| 05-12-2010, 04:51 AM | #3 |
Thanks. I was able to use magos and simply set all Z components of the root bone to 0, which seemed to work. NowI have a new problem. I'n order to get some animations to stop at the right time, I made new ones that could only be accessed via setting unit animation index and on those animations, i simply stopped the animation where the model was in the right positioning that I desired. IE i had 2 animations based off of an attack animation, but one was supposed to stop when his arm had reached full extension. My thought was that the last part of the animation is what would remain before resseting unit animation, meaning my guy would hold the right stance when I triggered it. However, for some reason, the model is not showing me the same animation that was shown in Magos' model editor. I have no idea why because some of the animations (namely the "smash" animation) worked as intended. Maybe you can take a look at the model and tell me how I'm supposed to fix these anims, or why they won't work like I want them to? This is a previously made model that I wanted to add animations to (namely some rushing punches and an uppercut). Since I don't want to try timing the animations in game I figured making them end where I want them to now will save me time with spellmaking. |
| 05-28-2010, 02:12 PM | #4 |
Would be nice if you included the texture as well, so that we could open the model. At the moment, Magos requires "Textures\ShieldHands.blp" in order to open the model, and since you did not provide it, the model can not be oppened in Magos. As to your problem... What software did you use in order to create the animations, and "stop" the animations? Some programs, like Magos and Oinkerwinkle's Anim Transfer, might cause such strange errors. |
