This is a quick tutorial about how to use the Animator GUI development tool.
The animator GUI lets you create animations for LUS units. The following is an example of how to use it.
- When you run spring, make sure you do it so you can see the console output. Either use a commandline prompt or run it with a text editor that supports it like Komodo Edit or Notepad++.
- Spawn a Glaive.
/cheat /give armpw
- Enable: F11 > Developer Tools > AnimatorGUI
- Select the Glaive. *Note*: If it was already selected, deselect and reselect.
- A tree-view will show the pieces on the glave. Click on the piecename's button to select it. If you want to be sure you chose the right piece, use the Hide/Show buttons to check.
- You can move and rotate pieces to make a pose (mostly you'll use rotate, not move).
- When you have a pose, click Write Out.
- In the console, copy the POSENAME function it outputs and paste it into your LUS. Give it a name (for example we'll call it punch). Notice that it takes two parameters, one for turnspeed and one for movespeed.
- Add the following code in your LUS after the punch:
function script.TestThread() StartThread( punch, 1, 1.5 ) end
This function will tell the LUS to start your punch pose function as a separate thread. All animation calls must be within forked threads rather than synchronous within functions. It is passing 1 for mspeed and 1.5 for tspeed to the punch pose.
- Reload luarules to reload the changes to your LUS:
- Click on Reset to reset all the pieces' positions.
- Click on the "Test Thread" button to see your pose in action.
- You can now start the pose threads in actual LUS callins such as FireWeapon1.