• 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.

Timing an animation

Status
Not open for further replies.
Level 12
Joined
Mar 13, 2012
Messages
1,121
I dont want to doublepost, so I make a new thread with the specific question:

I need to time a animation exactly. But as I wrote in the other thread it seems that SetUnitTimeScale works weird. If you have a very small value the animation runs slow if you look at it and fast if you camera is not there.

How can I exactly time animations?

For information, my model uses texture animations (rotation and translation), dont know if that matters..
 
Level 12
Joined
Mar 13, 2012
Messages
1,121
Make them use 100% speed and time the animation in the model file? :-\

Yep that came to my mind. Will need about 4 model files then..

1 time unit is 1ms there, so if an animation goes from 0 to 1000 it takes 1 second.

I read somewhere that actually 960 time units there are one second in wc3, is that wrong?
 
Level 8
Joined
Feb 21, 2005
Messages
110
I did not check if it is 100% correct. Might be that 960 "units" are actually a second, though I don't see any reason for it to behave like that.
If your map makes that much of a difference with it, you could probably be the best person to test this.
 
Level 12
Joined
Mar 13, 2012
Messages
1,121
Anyway, for what purpose do you need it?

I want to take the normal cooldown model of abilities and display it ingame for a little GUI system.

And I thought to get any cooldown would be so easy to just use SetUnitTimeScale, but to that time I didnt know that those damn animations behave like the Heisenberg uncertainty principle -.-
 
Status
Not open for further replies.
Top