• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • 💡 We're thrilled to announce that our upcoming texturing contest is in the works, and we're eager to hear your suggestions! Please take this opportunity to share your ideas in this theme discussion thread for the Texturing Contest #34!
  • 🏆 Hive's 7th HD Modeling Contest: Icecrown Creature is now open! The frozen wastes of Icecrown are home to some of Azeroth’s most terrifying and resilient creatures. For this contest, your challenge is to design and model a HD 3D monster that embodies the cold, undead, and sinister essence of Icecrown! 📅 Submissions close on April 13, 2025. Don't miss this opportunity to let your creativity shine! Enter now and show us your frozen masterpiece! 🔗 Click here to enter!

Death animation playing in portrait

Status
Not open for further replies.
Level 67
Joined
Dec 23, 2013
Messages
1,431
So, let me say this before anything else.

I don't use actual portraits, I just slap a camera on a model and try to obscure the face/mouth.

Now, this has worked for quite a few models now, but for some reason the with the most recent ones the death animation plays in the little portrait window when the unit talks, or just at random.

Doesn't happen for the in-game unit though, which is good.

Any idea why this is happening?
 
Level 64
Joined
Jan 20, 2008
Messages
1,474
So, let me say this before anything else.

I don't use actual portraits, I just slap a camera on a model and try to obscure the face/mouth.

Now, this has worked for quite a few models now, but for some reason the with the most recent ones the death animation plays in the little portrait window when the unit talks, or just at random.

Doesn't happen for the in-game unit though, which is good.

Any idea why this is happening?

What is the voice sound set that the your unit uses? Is it the Mortar Team or the Two Head Ogre sound set?
 
Level 67
Joined
Dec 23, 2013
Messages
1,431
Yep, didn't change it unfortunately.

However, I did end up finding a work-around.

Specifically by making another animation identical to the 'stand - 1' animation but titling it 'portrait - talk'

After a few weeks of polishing up my animating skills I might be able to make him move his mouth in a vaguely human way, rather than a bleak dead-eyed stare.

Thanks for the advice though, good sir! +rep
 
Level 64
Joined
Jan 20, 2008
Messages
1,474
Yep, didn't change it unfortunately.

However, I did end up finding a work-around.

Specifically by making another animation identical to the 'stand - 1' animation but titling it 'portrait - talk'

After a few weeks of polishing up my animating skills I might be able to make him move his mouth in a vaguely human way, rather than a bleak dead-eyed stare.

Thanks for the advice though, good sir! +rep

If people are wondering why asked about the soundset, some like the Mortar Team's and Two-Headed Ogre's have some "complications". For example, the old Dwarf portrait talk animation will always play when the old voice is played while the big Dwarf portrait talk animation will always play when the big voice is played.
 
Status
Not open for further replies.
Top