I'm adding visual effects to a bunch of morphs I'm doing and I'm finding that things don't line up. Mainly because I use units for a few of my towers, and units don't seem to have the same offset / baseline above the ground as buildings.
For instance : duplicate a photon cannon, then swap the model out for a unit like an observer. The observer model is now halfway in the ground because its baseline is somewhere in the middle of its model. When I do morph effects to this now, they appear ABOVE where the actual model is.
So my question is, "is there a way to change how far above the ground either an actor or a model appears?"
Yes, it is actually on the unit, and not the actor. There is a height field on units that controls this, and most flying units have around a 4 it seems like (IE: Observer). I don't remember if the field is just called "Height", but if you just search for that in the data editor with the unit selected you should find it.
I'm adding visual effects to a bunch of morphs I'm doing and I'm finding that things don't line up. Mainly because I use units for a few of my towers, and units don't seem to have the same offset / baseline above the ground as buildings.
For instance : duplicate a photon cannon, then swap the model out for a unit like an observer. The observer model is now halfway in the ground because its baseline is somewhere in the middle of its model. When I do morph effects to this now, they appear ABOVE where the actual model is.
So my question is, "is there a way to change how far above the ground either an actor or a model appears?"
Thanks!
-VE (Ghost)
@VeridianEntropy: Go
Anyone?
anyone?
@VeridianEntropy: Go
Yes, it is actually on the unit, and not the actor. There is a height field on units that controls this, and most flying units have around a 4 it seems like (IE: Observer). I don't remember if the field is just called "Height", but if you just search for that in the data editor with the unit selected you should find it.
groovy! I cant believe I didin't see that... its under UI...
@VeridianEntropy: Go
Glad I could help :)