


This animation can then be " skinned" (ie: given a texture) and drawn to the screen like a sprite. These poses can then be turned into animation key-frames, and in turn you interpolate the bone positions between each key-frame to create a smooth and very natural looking animation. The idea behind this is that you create a base " skeleton" and then move the " bones" to create poses. The whole idea behind it all is to break the hard-coded nature of all of this stuff in WC3 and add some new useful features.A very powerful tool for creating naturalistic sprites is to create them using skeletal animation. This is also just the first part of my current project I'm making that will include a full-featured attack/spell damage system, missiles, turrets, and pathing. This will have several advantages such as having significantly higher speed caps (Already does), easier to modify (I think I did a good job at keeping it clean, but it can probably be cleaned up more), easy to expand upon with new mechanics (Will have tons of things you can just hook right into as I work on the system), and to be all-around useful for map makers that want a bit more control over things they can't normally have with standard movement. I think I'll upload my map to show it than tell it.īasically, I'm trying to make a fully-functional movement system built mostly out of GUI/JASS (Which the exception of a few abilities, that's impossible to avoid though). I'm using Channel as a base for my ability. The problem with this is they have a fairly large delay in executing, so I can't instantly trigger animations in my system without my ability resetting the animation. Abilities seem to trigger an animation, even if they don't actually have any animation under Animation Names. The reason I'd prefer a string is because I can simply have it be "walk" by default in my system and I won't have to hunt down an index number.ĮDIT2: So there's another issue. (It can show up differently in War3ModelEditor and MDLVis than in the raw data in a text editor) Just using the index can be a bit confusing, because you'd have to know the index and the only way to know the index is to use a program like MDLX Converter to see the raw MDL data of the model, to see the order the anims come in. That animation is a different index on different models.

How would I know what to convert a string to? Like, "walk".

Under Sequence Manager? Or is it just the number of the sequence in order that they appear? (Like, Stand would be 0 because it's the first animation, attack would be 6, etc)ĮDIT: That was it. Where do I find it? I'm looking at it through War3ModelEditor right now.
