- Joined
- Mar 6, 2015
- Messages
- 38
I'm wondering if there is any way to make it so that you can swap between 2 global animation sequences on a model in-game using triggers.
A very simple example of this is as follows:
- Let's say you're making a DBZ map. You want Goku to be able to transform from Base->SuperSaiyan->SS2->SS3->SSBlue.
- So you have a Goku model with normal hair/super saiyan hair/SuperSaiyan2/SuperSaiyan3/SSBlue hair.
- For some reason your Goku model has 60+ animations just for his base form. So we can't just use an Illidan-style transformation for each hair, that would go over 255 altogether. And the filesize would become pretty huge!
- Using a medivh model swap would also mean 5 different models and even more filesize than the illidan transformation.
- You also want the hair to be animated. So you can't just have a bald goku and attach the hair via in-game attachments.
In this case, the best solution would be to find some way to exploit globals. Either:
A. Creating 5 globals(one for each hair). Each global sets one hair to visible/normal size while the other four hairstyles are made invisible or scaled to zero.
Then simply use a trigger to change which global will play so that the hair is swapped out for the correct form.
B. Creating 1 global that lasts for 10 seconds. Every 2 seconds in this animation, it swaps to the next hair by making all other hairs invisible/scaled-to-zero.
Then a trigger would simply pause the global sequence at the correct point and stop it from progressing, or constantly loop it between those two seconds that it currently needs.
IE if you're in Base Goku form, it would loop from 0.01~1.99 seconds of the animation. If you're in SuperSaiyan it would loop 2.01~3.99 seconds of the animation, and so on til SSBlue is 8.01~9.99 seconds
This results in a Goku that still only has 60+ animations, still is only 1 model, but has all five forms.
Does anyone know any method of doing either of these?
Obviously my real intention has nothing to do with Goku, it was just the most plausible example I could think of.
A very simple example of this is as follows:
- Let's say you're making a DBZ map. You want Goku to be able to transform from Base->SuperSaiyan->SS2->SS3->SSBlue.
- So you have a Goku model with normal hair/super saiyan hair/SuperSaiyan2/SuperSaiyan3/SSBlue hair.
- For some reason your Goku model has 60+ animations just for his base form. So we can't just use an Illidan-style transformation for each hair, that would go over 255 altogether. And the filesize would become pretty huge!
- Using a medivh model swap would also mean 5 different models and even more filesize than the illidan transformation.
- You also want the hair to be animated. So you can't just have a bald goku and attach the hair via in-game attachments.
In this case, the best solution would be to find some way to exploit globals. Either:
A. Creating 5 globals(one for each hair). Each global sets one hair to visible/normal size while the other four hairstyles are made invisible or scaled to zero.
Then simply use a trigger to change which global will play so that the hair is swapped out for the correct form.
B. Creating 1 global that lasts for 10 seconds. Every 2 seconds in this animation, it swaps to the next hair by making all other hairs invisible/scaled-to-zero.
Then a trigger would simply pause the global sequence at the correct point and stop it from progressing, or constantly loop it between those two seconds that it currently needs.
IE if you're in Base Goku form, it would loop from 0.01~1.99 seconds of the animation. If you're in SuperSaiyan it would loop 2.01~3.99 seconds of the animation, and so on til SSBlue is 8.01~9.99 seconds
This results in a Goku that still only has 60+ animations, still is only 1 model, but has all five forms.
Does anyone know any method of doing either of these?
Obviously my real intention has nothing to do with Goku, it was just the most plausible example I could think of.
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