• 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.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

[SD/Modeling] Lower Alternate animations model height

Level 22
Joined
May 16, 2012
Messages
652
Hey Hivers. In one of my projects im using this cool Dark Illidan morphed model. My problem is that im using only his Alternate tag animations (where he is flying) and to do what i want its too high. Could someone lower all the Alternate animations only height (very close to the groundn like 100) or show me how to? Thx!
 

Attachments

You could translate the root bone down in the alternate animations.
Or, in wc3, reduce flying height into negative values (shift double click(not too sure this would work like intented).

After some tinkering: editing the animations gets a bit more complex than i would've liked.
The spell slam alternate animation might be a little scuffed.
 

Attachments

You could translate the root bone down in the alternate animations.
Or, in wc3, reduce flying height into negative values (shift double click(not too sure this would work like intented).

After some tinkering: editing the animations gets a bit more complex than i would've liked.
The spell slam alternate animation might be a little scuffed.
Its perfect! Thank you. Could you tell me what program did you used to change it and where/what you changed?
 
Retera's Model studio basically.
Find the right bone to manipulate the height, carefully adjust animations step by step (the model maker really outdone themselves on this one here).
While making sure the attachments remain in place (mostly origin here).
Most work was doing the spell animations, because every key frame was set up individually by the modelmaker.
 
Back
Top