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Attachment animation

09-13-2004, 12:23 AM#1
Floyd
Is it possible to put an animation to an attachment... let say i modeled a weapon and now i want to make it do a differant animation then the standing one for the attachment when the unit is playing the attack animation... how to do it? :(
09-13-2004, 02:00 AM#2
BlinkBoy
Quote:
Originally Posted by Floyd
Is it possible to put an animation to an attachment... let say i modeled a weapon and now i want to make it do a differant animation then the standing one for the attachment when the unit is playing the attack animation... how to do it? :(

ya is possible to animate an attachment, it isn't difficult, just like if it be a bon animate him to have an idea on how you are animating itthem set in the same place of the point a box or something and link it to the attachment, that way you will know how it progress and at final delete the box you used to guide you animating the attachment point.

(if you are talking about the attachment set in WE it animates depending of the attachment point movements k)
09-13-2004, 02:29 AM#3
Ari
The shortest answer is no. Attached models can only play a birth, stand or death animation, and you can't "make" them play any other animation than the one they are currently playing. Worse, attached models don't "care" what the target unit model is doing, and can't be made to care in any way via triggers. I think what you are getting at, though, is making the target unit itself play different animations when different things are attached to it. And for that the short answer is 'not really.' The long answer is 'not really without a lot of work and without greatly increasing the size of the model.'

You can probably force a unit to use different attack animations that it alredy comes with solely for different weapons with less effort (though still a fair bit of work).

If you create a new animation for a unit you can force the unit to play that set of animations via a tirgger. For example, a druid of the claw is the same model in bear and in elf form, but adding an "alternate" tag via triggers will make it act like a bear - within the unit model are two completely separate sets of stand, attack, walk, etc animations. If you were willing to add a stand alternate, attack alternate, etc SET of animations to a unit, you could use triggers to force it to play those animations under desired circumstances (the trigger, btw, involves adding a "tag" to the animation). Quick aside, you're not limited to 1 extra set. If you look carefully at the towers, especially those from the bonus mission, you'll notice that MANY units share the same model, and appear different only because different tags are being used.
09-14-2004, 09:49 PM#4
BlinkBoy
you right ari but if he animates the attachment point that the attachment will use he can give some nice things