The second option is the simplest and most effective.
The second option is the simplest and most effective.
New here? I'm Roha — want a quick tour?
The second option is the simplest and most effective.
I made a creature (angel) into a hero. It has no melee attack animation, and the attack itself became ranged. Is there any way to attach its sword strike animation or spell cast animation?
Not entirely sure what the problem is
So you gave him an animation set — he casts spells fine, but on the ranged attack he goes into a T-pose
You need to find his animset. If it's an Angel and not an Archangel/Seraph, the animset is located in _(AnimSet)\Creatures\Haven\Angel-adv.(AnimSet).xdb
Open the animset and you'll see the animations recorded in itAngel-adv.(AnimSet).xdb
<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
<animations>
<Item>
<Kind>death</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack01</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>stir00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
<ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
<ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
You need to add a rangeattack entry. If the Angel will be both a unit and a hero, it's better to add it — copy an attack or any other animation and rename it. You can copy it from the Archangel, should workAngel-adv.(AnimSet).xdb
<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="169">
<animations>
<Item>
<Kind>death</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack00</Kind> regular animation
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>rangeattack</Kind> added
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack01</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>stir00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/stir00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Angel/happy.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
<ExpSrcScene href="/models/Creatures/Castle/Angel.mb"/>
<ExpSrcClipFolder href="/Animations/Creatures/Angel/Clip/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
Using the same principle you can add cast, buff, and special ability animations
3) create a separate file and specify the settings for the camera I need (although it might not work).
BlueHeavenHero
Okay, I honestly didn't understand anything from the screenshot. But why didn't you attach the model file itself? Is it just the model, or does it come with new animations?
BlueHeavenHero
Okay, so here's the thing, this is a model of a Castle, not a creature... I'm not sure if there's a difference in the export process? Which tutorial did you follow? Can you share the link?
BlueHeavenHero
The link doesn't work - the page doesn't exist, it says. I can't say for sure, but generally, architecture doesn't have a skeleton, right? That's the difference...