Animation In Retera Model Studio

Level 4
Joined
Nov 19, 2021
Messages
16
Mr @Retera I want to add say a custom death animation but when I animate the nodes, even in a non-looping death animation, they just sort of return to the initial frame afterwards. Here I have a simple arm movement and then they just return for some reason. I don't know how to proceed. I've tried key-framing, not key-framing but doesn't work. I've also tried the lastest version of RMS (I just prefer this version) I know I'm probably missing something with the animation mechanics. I've also provided video for the issue. I would be appreciated for your help and the others.

 
Level 4
Joined
Nov 19, 2021
Messages
16
You need to add a keyframe at the end of the animation (frame 37667)
I want to add various precise movements and rotations of the nodes so I can't put all of them at the end of the animation. What I want it to be is to stop moving after a node movement, so I can proceed on the next animation. Otherwise it messes up by returning to the same position.
 
The automatic insert of start keyframe at the end is a Warcraft 3 behavior. If we did not animate with this behavior, then the model would not move in the same manner as Warcraft 3.

The workaround I would use if I were you is to use the copy function on the keyframe you create, and drag the copy outward forward in the animation. Then between the current frame and the copy, your guy should stay stationary. Then you can drag around the model to animate frames in between, delete the copy when you are done, and end up with frames that operate in the way you want.

If you don't like that, it should also be possible to recompile a modded Retera Model Studio that does not "assume" the end keyframe. So then this program would not render animations in a manner that matched Warcraft 3 -- it would be wrong -- but while you were working on the model, you could use the workflow you are asking for. As long as you always set an ending keyframe before opening the model in Warcraft 3, it would probably end up looking the same in the game.
 
Level 4
Joined
Nov 19, 2021
Messages
16
The automatic insert of start keyframe at the end is a Warcraft 3 behavior. If we did not animate with this behavior, then the model would not move in the same manner as Warcraft 3.

The workaround I would use if I were you is to use the copy function on the keyframe you create, and drag the copy outward forward in the animation. Then between the current frame and the copy, your guy should stay stationary. Then you can drag around the model to animate frames in between, delete the copy when you are done, and end up with frames that operate in the way you want.

If you don't like that, it should also be possible to recompile a modded Retera Model Studio that does not "assume" the end keyframe. So then this program would not render animations in a manner that matched Warcraft 3 -- it would be wrong -- but while you were working on the model, you could use the workflow you are asking for. As long as you always set an ending keyframe before opening the model in Warcraft 3, it would probably end up looking the same in the game.
Thank you! now it works. One thing though, Is it how RMS is supposed to be animated?
 
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