I've been trying to disable the swarm guardians default 'Stand' animation, so that he doesn't do that wave stuff. Unfortunately, I've deleted the Actor event that seemed to start any of his animations, and I also set the 'animation speed' to both 0 and 2000, in individual tests. None of these had any effect.
Help?
I don't think the wave effect used by the swarm guardian is part of any animation... Something tells me it's exactly the same process as in zealots with their hair, or corruptors with their "tails". If you look closely, these parts of the models are not animated using keyframes (which is the usual process used for animating 3D models, in which case you should have had results with what you've done), but instead it's animated using some kind of a script (ie. it's procedural animation, meaning it's real-time and following rules like gravity and such). So basically, I don't think you'll ever be able to stop these parts from moving unless you find the specific part of code which generates the rules applying to the swarm guardian body/tail.
Chances are this thing is hard-coded in the SC2 engine, so you're out of luck... If any part can be edited, I guess you may find a hint in Data, in a tab related to the engine itself, physics settings, or anything like that. There is probably a way to find out which unit gets which rules from which file, applied to which part of the model... But it will obviously be very complicated, just to find it! You may even have to edit the models themselves in a 3D engine (Maya, 3DSMax), and find if there is a dummy of some sort linked to an external script. Not worth the time and effort, if you ask me...
I've been trying to disable the swarm guardians default 'Stand' animation, so that he doesn't do that wave stuff. Unfortunately, I've deleted the Actor event that seemed to start any of his animations, and I also set the 'animation speed' to both 0 and 2000, in individual tests. None of these had any effect. Help?
@Zetal: Go
I don't think the wave effect used by the swarm guardian is part of any animation... Something tells me it's exactly the same process as in zealots with their hair, or corruptors with their "tails". If you look closely, these parts of the models are not animated using keyframes (which is the usual process used for animating 3D models, in which case you should have had results with what you've done), but instead it's animated using some kind of a script (ie. it's procedural animation, meaning it's real-time and following rules like gravity and such). So basically, I don't think you'll ever be able to stop these parts from moving unless you find the specific part of code which generates the rules applying to the swarm guardian body/tail.
Chances are this thing is hard-coded in the SC2 engine, so you're out of luck... If any part can be edited, I guess you may find a hint in Data, in a tab related to the engine itself, physics settings, or anything like that. There is probably a way to find out which unit gets which rules from which file, applied to which part of the model... But it will obviously be very complicated, just to find it! You may even have to edit the models themselves in a 3D engine (Maya, 3DSMax), and find if there is a dummy of some sort linked to an external script. Not worth the time and effort, if you ask me...
Alright, I'll try and use a different unit for the same purpose. Thank you for your help and explanation! =)