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Removing animations?

06-16-2003, 08:43 AM#1
Youma
Is there a way to prevent a model from playing certain animations when attached as a special effect? Preferably in a text file or something, I'm not very good with 3DS.
06-16-2003, 09:25 PM#2
Ari
I think a model simply displays their stand animation when it exists as a special effect. When there's more than 1 stand, I think it always uses the first. If there's a particular animation you want to be playing when a unit exists as an effect, go into the mdl for that unit, and switch the name of the stand animation with the one *you* want there. It should be as easy as that. Oh, ps, this unit is now unusable in the game as a normal unit, of course, since its animations will look weird, so you'll need to make the altered model a separate file if you want to preserve the original.
06-17-2003, 12:40 PM#3
Youma
Thanks alot, it's working. Though it does cycle through all stand animations, and not just stand1.
06-17-2003, 08:17 PM#4
Ari
If you want to remove an animation outright, I think it may be sufficient to delete the animation from the top of the mdl file. If not, delete that *and* delete all references to index numbers within that animation from all other parts of the mdl file (so if an animation is 6000-10000, you have to delete any reference to bone emitter or helper rotation, scaling, translation, visibility, etc that uses any value between 6000 and 10000.)
06-17-2003, 10:00 PM#5
ChoboMapper
the latter shouldn't be nessessary, i believe i have removed animations suffeciently just by deleting the sequence from the top of the .mdl.