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Setting Model to Morphed Demon Hunter, Robo-Goblin etc..

Description
This tutorial will explain to you how to change a unit's standard model to a morphed Demon Hunter, Robo-Goblin etc. I made this tutorial because I myself couldn't find out how to do this but a nice head on the forum knew it, (rep to him!). The problem is that a model like the Demon Hunter have both morphed and standard in one single mdx file. So you need to send a morph tag to it so it knows how to be displayed.
img.jpg

In the Object Editor
Set the model of the unit to the standard model of the morphed model e.g:
Code:
Art - Model File: [U]Tinker, Tinker[/U]

Then here comes what way we want the unit to be displayed, set this value:
Code:
Art - Required Animation Names: [U]Alternate[/U]

The value "Alternate" seems to be used for all morphs on units that have the morphed value in the same model file.

This trick also works with:
Druid of the Claw (Night Elf, morphed to bear)
Druid of the Talon (Night Elf, morphed to crow)
Gargoyle (Undead, morphed to stoneform)
Obsidian Statue (Undead, morphed to destroyer-form)
Troll Headhunter (Night Elf, morphed to berserker)
(This was all I could come up with, I think there are more..)

Ralle
 
Rofl, that isn't quite right, but I'll post the snippet from my uber-tutorial here, too:
Code:
(String Value, List) Art - Required Animation Names: Sets which alternative animation set to use for the unit, i.e. the Guard/Cannon/Arcane Towers all use one model with different stand animations, upgrade first, upgrade second and upgrade third respectively.
 
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