Is there any feature that allows you to run a specific command on a unit to make it perform a particular animation?
I have been trying out commands for the transmog feature like:
/transmo model 1816 141457 142025 524 33 -> Transforms the user to a human-sized Glint.
In the same window used to derive these values, i see that there are animation values as well, so can these be utilized somehow?
___ Motivation for why it is relevant ___
It is interesting to see how different units have unique animations. For example:
- Kuunavang has a grounded / sitting animation (at the end of the Unwaking Waters cinematic)
- Gllint has a ton of different animations
- The Great Destroyer has a "Roar" animation
- Presumably, the animationIDs would be stored in number order, so by having access to functionality that can run commands by number, it might be possible to find other animations that normally aren't easily found! :)
___ Additional information ___
The animations seem to be determined by 3-4 values, namely:
- ModelState
- Animation code -> There are TWO of these; one in hexadecimal and one is a decimal number between 1-4 it seems.
- Animation id
- To a lesser extent: Animation Type
As an example, if we compare Jora standing still versus Jora running, these seem to be the relevant Info data values that change:
FIELD | STANDING IDLE | RUNNING
ModelState: 0x44 / 0x4C
Animation Code: 0x8985FC36 / 0xC2420D58
Animation ID: 0x93 / 0xB4
Animation Type: 0x0 / 0x0 (Animation type only seems to change on certain specific skills being used)
Animation Code 2 (Located further down in the UI): 1.667 / 0.667
Either way, thanks for your contributions to the community with the app! 💯
Is there any feature that allows you to run a specific command on a unit to make it perform a particular animation?
I have been trying out commands for the transmog feature like:
/transmo model 1816 141457 142025 524 33 -> Transforms the user to a human-sized Glint.
In the same window used to derive these values, i see that there are animation values as well, so can these be utilized somehow?
___ Motivation for why it is relevant ___
It is interesting to see how different units have unique animations. For example:
___ Additional information ___
The animations seem to be determined by 3-4 values, namely:
As an example, if we compare Jora standing still versus Jora running, these seem to be the relevant Info data values that change:
FIELD | STANDING IDLE | RUNNING
ModelState: 0x44 / 0x4C
Animation Code: 0x8985FC36 / 0xC2420D58
Animation ID: 0x93 / 0xB4
Animation Type: 0x0 / 0x0 (Animation type only seems to change on certain specific skills being used)
Animation Code 2 (Located further down in the UI): 1.667 / 0.667
Either way, thanks for your contributions to the community with the app! 💯