I've tried searching for a thread that has a better solution for this but i couldn't find one. The animation isn't smooth because it sets the % of an animation. The smoother you want it, the slower it gets. So if you want it original speed, it will be kinda choppy.
So i managed to play it backwards (finally). I'm still fine tuning it and trying to make it global so that it works for every unit. Only a specific unit at this point.
Well, it's a rought solution, but I've actually asked the question several times already and never got any answer. So grats, you're probably the first guy to figure out a way! :)
that looks very cool. If you manage to make a general solution for this, I'd love to see how. Even seeing the map for this one would be great if you decide to post it.
Not sure if i'm right, but judging from his first post, he's loading specific frames of the animation backwards. I believe animations are controllable by % completed in the editor. Skoite, are you doing this inside the catalog or through triggers? I would imagine if you're using triggers, you should be able to make it work for any unit.
Since Death animations are entirely separate entities for each unit inside the data module, the only place where they kinda "coincide" would be in the triggers, where the trigger module conveniently has the same label for Death for every unit.
You may already know all this, and have tried it. If not, hope its at least a little helpful to your cause.
Playing the video backwards, why the hell would i do that??
By doing that this thread would have no relevance what so ever.
The reason I'm not posting the map is because i feel it's unuseful. Since in the case it only affects THAT ONE dark templar, i want it to affect any unit that dies. But i'm still figuring that out. I will post the map if you doubt it's credibility.
I'm doing it through triggers with % completion, which is why the animation seems a bit un-blended. There is a problem though, not all units have the Death Silent Kill animation which is used in this vid.
@Skoite: Go
I would love to see that map even if it does only work for the one dark templar. I can't tell any difference between the death animation and the reverse animation in regards to choppyness, so it looks fantastic to me. I'm not sure what the trigger for % completion is and I would love to fiddle with backwards animations...
Take 1 for the team!
Make a condition for every single unit matching every single death animation!
btw worse case scenario, you do this type of thing for heroes right?
less u want a reverse time spell.
Skoite has a point there, most of the death animations of the other units show the unit exploding, cut in half, burning to a crisp, amongst other atrocities. It would look very weird to have a Marauder who was cut in half at the waist, to suddenly recombine himself and stand back up. LOL
The probably is not having "good" death animations for every unit to use. Which means the only solution is to create that animation of the unit falling down after death for each unit. Which i hear is possible now with some 3rd party tools for custom models and animations?
Probably talking about using animations you did and adding it to the bones of a different unit. Some problems there, but that also means u gotta import it for each one. Ofc u may be talking about something else.
I think seeing units put themselves back together would still be bad ass
edit: Oh this is actually pretty easy. Probably wouldn't of thought of doing it tho.
I've tried searching for a thread that has a better solution for this but i couldn't find one. The animation isn't smooth because it sets the % of an animation. The smoother you want it, the slower it gets. So if you want it original speed, it will be kinda choppy. So i managed to play it backwards (finally). I'm still fine tuning it and trying to make it global so that it works for every unit. Only a specific unit at this point.
@Skoite: Go
I'm not sure we have a solution. Might be importing back the model with animation modified.
Still, look nice.
That is pretty awesome.
Looks good to me. gj
Well, it's a rought solution, but I've actually asked the question several times already and never got any answer. So grats, you're probably the first guy to figure out a way! :)
Zombie Zeratul, neat. Did this using negative animation speed or something?
@Sephiex: Go
My guess is creating an index of the frames, starting it, and then pausing it moving backwards through the array?
Quite possible hes just playing the video backwards though haha.
@KineMorto:
Well he couldn't be playing it backwards since there's a white silhouette appearing when he revives, which isn't there when he dies.
@Mreaper: Go
That's just a halo effect and can be applied to the unit regardless of the animation. So he could still be playing it backwards if possible.
@KratsAU: Go
I say we grab our torches and pitch forks and force him to post it! RAWR! Still, I got no clue how to do a backwards animation.
I would really like to know how to do this O_o.. tut please? :D
I'd like to see this on a unit that doesn't fall over when they die, like a baneling exploding then imploding together, that would be a cool ability.
Make a tutorial and I will use this in muliple ways throughout my map.
that looks very cool. If you manage to make a general solution for this, I'd love to see how. Even seeing the map for this one would be great if you decide to post it.
Not sure if i'm right, but judging from his first post, he's loading specific frames of the animation backwards. I believe animations are controllable by % completed in the editor. Skoite, are you doing this inside the catalog or through triggers? I would imagine if you're using triggers, you should be able to make it work for any unit.
Since Death animations are entirely separate entities for each unit inside the data module, the only place where they kinda "coincide" would be in the triggers, where the trigger module conveniently has the same label for Death for every unit.
You may already know all this, and have tried it. If not, hope its at least a little helpful to your cause.
Playing the video backwards, why the hell would i do that?? By doing that this thread would have no relevance what so ever. The reason I'm not posting the map is because i feel it's unuseful. Since in the case it only affects THAT ONE dark templar, i want it to affect any unit that dies. But i'm still figuring that out. I will post the map if you doubt it's credibility.
I'm doing it through triggers with % completion, which is why the animation seems a bit un-blended. There is a problem though, not all units have the Death Silent Kill animation which is used in this vid.
@Skoite: Go I would love to see that map even if it does only work for the one dark templar. I can't tell any difference between the death animation and the reverse animation in regards to choppyness, so it looks fantastic to me. I'm not sure what the trigger for % completion is and I would love to fiddle with backwards animations...
@Skoite: Go
Take 1 for the team! Make a condition for every single unit matching every single death animation! btw worse case scenario, you do this type of thing for heroes right? less u want a reverse time spell.
Skoite has a point there, most of the death animations of the other units show the unit exploding, cut in half, burning to a crisp, amongst other atrocities. It would look very weird to have a Marauder who was cut in half at the waist, to suddenly recombine himself and stand back up. LOL
The probably is not having "good" death animations for every unit to use. Which means the only solution is to create that animation of the unit falling down after death for each unit. Which i hear is possible now with some 3rd party tools for custom models and animations?
@onisagi: Go
Probably talking about using animations you did and adding it to the bones of a different unit. Some problems there, but that also means u gotta import it for each one. Ofc u may be talking about something else.
I think seeing units put themselves back together would still be bad ass
edit: Oh this is actually pretty easy. Probably wouldn't of thought of doing it tho.
If you're curious why/how with any trigger, just ask. It's in GUI btw.