Maximum number of unit animations? Hundreds of anims in my model don't show up in-game

Level 15
Joined
Jun 9, 2008
Messages
308
So I recently imported a model with 374 animations, but was sad to discover that literally most of them cannot be used by the world editor and game.

I exported the model again, and outside of the editor and game, all anims show up again. So they are not lost in the importing process, it would seem the game just cannot load them.

Does anyone know if there is a way to fix that?

Model attached.
 

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  • Shortlegs Platoon Colonial Base1.mdx
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I assume that wc3 only supports 255/256 animations per model. You might want to have a model that has less than 374 animations.😅
It might also make things with geosets and geoset animations.

Knowing that this model is for your Shortlegs project it would be much more useful to have a unit per faction than every unit crammed into a single one.
 
Level 15
Joined
Jun 9, 2008
Messages
308
I assume that wc3 only supports 255/256 animations per model. You might want to have a model that has less than 374 animations.😅
It might also make things with geosets and geoset animations.

Knowing that this model is for your Shortlegs project it would be much more useful to have a unit per faction than every unit crammed into a single one.
Thanks, General! :)

Guess I'll go back to some of my old workarounds, then (There is some method to the madness, lots of units are supposed to have variations activated by triggers without changing the unit type. But you are right, there must be better ways to achieve this. Easier to implement, too - packing all of those anims into that model took me pretty much all day, yesterday.)

Btw, since you once suggested having the tank models work only with attachments was a questionable idea, especially regarding the animations, I made a new tank model based on your feedback that looks a lot better imo:
 

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  • Shortlegs Tank Base New.mdx
    468.5 KB · Views: 7
Thanks, General! :)

Guess I'll go back to some of my old workarounds, then (There is some method to the madness, lots of units are supposed to have variations activated by triggers without changing the unit type. But you are right, there must be better ways to achieve this. Easier to implement, too - packing all of those anims into that model took me pretty much all day, yesterday.)
Cramming in more than 50 animations and dealing with the geoses and geoset animations is already way too much.
If you cram in 200+ animations all other aspects of the models can get very bad.

Btw, since you once suggested having the tank models work only with attachments was a questionable idea, especially regarding the animations, I made a new tank model based on your feedback that looks a lot better imo:
Maybe I am misunderstanding, but I did suggested that attachments are a bad idea and that making a complete model would be much better. 😅
Although a few attachments can work. Maybe they can be even units with locust that fallow the model around precisely.
 
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