Where do you guys get the default animation lua scripts

« Older   Newer »
 
  Share  
.
  1.     +1   -1
     
    .
    Avatar
    Group
    Member
    Posts
    81
    Reputation
    +1

    Status
    Offline
    The scripts were once in SteamApps\common\dota 2 beta\game\dota\scripts\vscripts\animation\

    Now they are gone.




    There should be an easy way to change animations.
     
    Top
    .
  2.     +1   +1   -1
     
    .
    Avatar

    Noob Modder

    Group
    Member
    Posts
    233
    Reputation
    +45
    Location
    Indonesia

    Status
    Anonymous
    converted to vseq_c
    valve didnt use lua script anymore for animations. in source 2 they use sequences based on kv3 scripts.
     
    Top
    .
  3.     +1   -1
     
    .
    Avatar
    Group
    Member
    Posts
    81
    Reputation
    +1

    Status
    Offline
    QUOTE (8213 @ 15/5/2018, 13:12) 
    converted to vseq_c
    valve didnt use lua script anymore for animations. in source 2 they use sequences based on kv3 scripts.

    Thanks senpai


    What are the lua scripts in their mods for?
     
    Top
    .
  4.     +1   +1   -1
     
    .
    Avatar

    Noob Modder

    Group
    Member
    Posts
    233
    Reputation
    +45
    Location
    Indonesia

    Status
    Anonymous
    custom games :D
    u can ask it to custom games maker
    they use LUA script to override heroes, skills, etc
     
    Top
    .
  5.     +1   -1
     
    .
    Avatar

    Newbie

    Group
    Member
    Posts
    177
    Reputation
    +3

    Status
    Anonymous
    as i was playing with animation and imported them in my model, i dont know how it happen but when i re open it, it had "scripted animation" category xD since we are on the topic. how does vseq are generated?
     
    Top
    .
  6.     +1   +1   -1
     
    .
    Avatar

    Noob Modder

    Group
    Member
    Posts
    233
    Reputation
    +45
    Location
    Indonesia

    Status
    Anonymous
    generated from kv3 scripts

    try open vseq_c on valve resource viewer, u will see many tabs.
    go to DATA tab, thats all vseq scripts that converted to _c format

    :wub:
     
    Top
    .
  7.     +1   -1
     
    .
    Avatar

    Newbie

    Group
    Member
    Posts
    177
    Reputation
    +3

    Status
    Anonymous
    gotcha, so technically if i add animations to my model and make vseq_c file then replace the original file for ex "models/items/pudge/arcana/pudge_arcana_base_45b272a2.vseq" , it will force / replace the animation? but then why do we have the animation groups vagrp_c for ?
     
    Top
    .
  8.     +1   +1   -1
     
    .
    Avatar

    Noob Modder

    Group
    Member
    Posts
    233
    Reputation
    +45
    Location
    Indonesia

    Status
    Anonymous
    tbh, change vseq scripts wont affect your animation
    it only generate sequences animation

    for example :
    -pose parameter, it need turn rate animation to set pose parameter (smooth turning left/right)
    -children animations (pudge rot while moving)
    -multi children animations (wind ranger focus fire run)
    and the most known children animation so far in game. new focus fire of wind ranger, it use pose parameter to auto generate hero turn rate to enemy while moving

    so, to mod animations u need to remake animation from source film maker :D
    if ur animations mod are working smoothly without vseq, u dont need to make it :wub: (turn rate animation hard to notice)
     
    Top
    .
  9.     +1   -1
     
    .
    Avatar

    Newbie

    Group
    Member
    Posts
    177
    Reputation
    +3

    Status
    Anonymous
    very nice, thanks, i was wondering what is vseq used for and what's up with those "@turn" animations :) Cheers
     
    Top
    .
  10.     +1   -1
     
    .
    Avatar
    Group
    Modder
    Posts
    727
    Reputation
    +143
    Location
    Nusantara

    Status
    Anonymous
    :rolleyes:
     
    Top
    .
9 replies since 15/5/2018, 03:17   280 views
  Share  
.