thank you for this great mod. nice to have an option superior to ZMDB.
and since it hasn't, as i read it, been requested yet.....portrait (head/shoulders) mode would be great, but i see how it may well be beyond the scope.
Quote from Benumbed »
After a model is loaded and repositioned (from the internal database), it will rotate it to your preset.
pardon my stupidity, but, does this mean that once you set a rotation on a frame it will retain it in the future? i.e. currently, (i believe i'm using 2.03, will update tonight when i get home)when i rotate my Player Pet model to a preferable view, it will retain that rotation until my pet is dismissed and re-summoned, at which time it reverts to a straight-on view.
and by extension of the previous question, is this by frame or by model? i.e. any model loaded in, say, the Target frame will retain the rotation set to it regardless of the model? Or will it only retain the rotation for that specific model and all other models in that frame will have to be adjusted as well?
Heya, must say I quite liked the addon, seems to be far better implemented than Zmod. Was enjoying it until I grouped up. It bugged and was showing blank white meshes for party1 and party2 (had 2 ppl in the group). I had deselected them in the options, i.e dont want to see them. If i check and then uncheck, the white blank models go away, but soon come back.
Additionally I occasionally got a random yellow question mark floating in the middle of the screen, I think it had something to do with the part frames as well though.
thank you for this great mod. nice to have an option superior to ZMDB.
and since it hasn't, as i read it, been requested yet.....portrait (head/shoulders) mode would be great, but i see how it may well be beyond the scope.
pardon my stupidity, but, does this mean that once you set a rotation on a frame it will retain it in the future? i.e. currently, (i believe i'm using 2.03, will update tonight when i get home)when i rotate my Player Pet model to a preferable view, it will retain that rotation until my pet is dismissed and re-summoned, at which time it reverts to a straight-on view.
and by extension of the previous question, is this by frame or by model? i.e. any model loaded in, say, the Target frame will retain the rotation set to it regardless of the model? Or will it only retain the rotation for that specific model and all other models in that frame will have to be adjusted as well?
again, thanks for making my UI better!
Ok, let me start off with this. Not all models have a correct center-point when displayed from blizzard default. I have copied other ppls model center-points as well as changed/added some. Not all may be complete, but most and updated as I find one that is not right. When that model is loaded, it looks into the constants for that model, and repositions itself to fit in the frame, and rotates to frontal view.
Now, if you said that you want the "player" unitframe to rotate 2.03 or whatever, it will rotate it after repositioning from its internal database.
Example: You target something, the target unitframe looks up that model and adjusts it. It then looks to see what more of a rotation you want then rotates it to that.
Heya, must say I quite liked the addon, seems to be far better implemented than Zmod. Was enjoying it until I grouped up. It bugged and was showing blank white meshes for party1 and party2 (had 2 ppl in the group). I had deselected them in the options, i.e dont want to see them. If i check and then uncheck, the white blank models go away, but soon come back.
Additionally I occasionally got a random yellow question mark floating in the middle of the screen, I think it had something to do with the part frames as well though.
Now, if you said that you want the "player" unitframe to rotate 2.03 or whatever, it will rotate it after repositioning from its internal database.
i was referring to the fact that i am using version 2.03 (as listed on WoWI), and hadn't yet upgraded to your latest release.
i hadn't messed with it much (read: set it up) until last night and found the issue (not an "issue" so much as "an unexpected result") with the my pet.
i was referring to the fact that i am using version 2.03 (as listed on WoWI), and hadn't yet upgraded to your latest release.
i hadn't messed with it much (read: set it up) until last night and found the issue (not an "issue" so much as "an unexpected result") with the my pet.
and thank you for the response.
Ahhh, okay. Alot has changed over the last revisions so hard to keep up =P
"This addon displays a unit's portrait as a 3D Model that you can interact with like in the Dressing Room. You can rotate, zoom, pan, shrink, etc the model."
- got a lot of taint messages in my taint log pointing to this addon
- models sometimes appear untextured (white)
- a lot of mobs "spaz out" when it tries to play various animations on them, probably because Blizz didn't make those animations for those models
- death animation tends to spaz out, with the model's facing direction rapidly flipping back and forth. first noticed it on murlocs, then on my gnome rogue
unfortunately i'm not sure how to incorporate this addon into my UI. i've thought about going to vertical bars in Pitbull, but it would make bar text a pain.
- got a lot of taint messages in my taint log pointing to this addon
- models sometimes appear untextured (white)
- a lot of mobs "spaz out" when it tries to play various animations on them, probably because Blizz didn't make those animations for those models
- death animation tends to spaz out, with the model's facing direction rapidly flipping back and forth. first noticed it on murlocs, then on my gnome rogue
unfortunately i'm not sure how to incorporate this addon into my UI. i've thought about going to vertical bars in Pitbull, but it would make bar text a pain.
1) Without the message, doesn't do me any good
2) Bare Skin Models (white) are a feature and can be turned on/off. They are used when the unit is too far away to pull full model.
3) Spazing or Twitching is exactly as you said, the animations are not available for that model.
4) Some Death Animations seem to Twitch for same reason as number 3, it seems to be same models doing it.
"DaPortrait\\modules\\Animations.lua:533: attempt to call method 'Handle_DeathEvent' (a nil value)\nCallbackHandler-1.0\\CallbackHandler-1.0.lua:146: in function <...Ons\\Ace3\\CallbackHandler-1.0\\CallbackHandler-1.0.lua:146>\n<string>:\"safecall Dispatcher[2]\":4: in function <[string \"safecall Dispatcher[2]\"]:4>\n<in C code>: ?\n<string>:\"safecall Dispatcher[2]\":13: in function `?'\nCallbackHandler-1.0\\CallbackHandler-1.0.lua:91: in function `Fire'\nAceEvent-3.0\\AceEvent-3.0.lua:70: in function <Interface\\AddOns\\Ace3\\AceEvent-3.0\\AceEvent-3.0.lua:69>\n\n ---",
[2008/02/18 19:01:42-2377-x6]: DaPortrait\modules\Animations.lua:533: attempt to call method 'Handle_DeathEvent' (a nil value)
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
---
Also, Dwarves stutter on death animation. I targeted a player who was a ghost while we were running back from a raid wipe.
Dwarves twitch, have a seizure, whatever you want to call it. Nothing I can do about it since that animation is broke on blizzards end on certain race/sex combinations.
I actually wouldn't want the portrait mode, instead, give us the option to save 2 different camera angles for use.
Say a default one for when the model is just doing it's idle animation, and a different camera for when it's doing an animation.
This way my character won't sit down and drop out of the view when she eats or drinks or what have you.
What Sex/Race is your character that is dropping out of view? I have been correcting mob positions as I find some that are wrong, but havent seen a character drop out of view.
What Sex/Race is your character that is dropping out of view? I have been correcting mob positions as I find some that are wrong, but havent seen a character drop out of view.
no no, see in ZMC, if you use portrait mode, when your character uses an animation like sit, the character ends up sitting out of view and you end up seeing their head.
What i'd like to see is if a system is set up where when they do a specific animation, the camera changes. If the model sits, the camera moves so you can see their face. when they go back to standing, the camera follows.
Otherwise though, I really like how much better this addon is to ZMC. ZMC almost never works right for me.
no no, see in ZMC, if you use portrait mode, when your character uses an animation like sit, the character ends up sitting out of view and you end up seeing their head.
What i'd like to see is if a system is set up where when they do a specific animation, the camera changes. If the model sits, the camera moves so you can see their face. when they go back to standing, the camera follows.
Otherwise though, I really like how much better this addon is to ZMC. ZMC almost never works right for me.
I see what you are saying, thats because their model size stays the same but only half (or whatever) in height now. I really dont know how i will do portrait mode just yet.
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thank you for this great mod. nice to have an option superior to ZMDB.
and since it hasn't, as i read it, been requested yet.....portrait (head/shoulders) mode would be great, but i see how it may well be beyond the scope.
pardon my stupidity, but, does this mean that once you set a rotation on a frame it will retain it in the future? i.e. currently, (i believe i'm using 2.03, will update tonight when i get home)when i rotate my Player Pet model to a preferable view, it will retain that rotation until my pet is dismissed and re-summoned, at which time it reverts to a straight-on view.
and by extension of the previous question, is this by frame or by model? i.e. any model loaded in, say, the Target frame will retain the rotation set to it regardless of the model? Or will it only retain the rotation for that specific model and all other models in that frame will have to be adjusted as well?
again, thanks for making my UI better!
Additionally I occasionally got a random yellow question mark floating in the middle of the screen, I think it had something to do with the part frames as well though.
Thanks for your effort benumbed.
Ok, let me start off with this. Not all models have a correct center-point when displayed from blizzard default. I have copied other ppls model center-points as well as changed/added some. Not all may be complete, but most and updated as I find one that is not right. When that model is loaded, it looks into the constants for that model, and repositions itself to fit in the frame, and rotates to frontal view.
Now, if you said that you want the "player" unitframe to rotate 2.03 or whatever, it will rotate it after repositioning from its internal database.
Example: You target something, the target unitframe looks up that model and adjusts it. It then looks to see what more of a rotation you want then rotates it to that.
Update, Fixed that issue or hope I did =x
i was referring to the fact that i am using version 2.03 (as listed on WoWI), and hadn't yet upgraded to your latest release.
i hadn't messed with it much (read: set it up) until last night and found the issue (not an "issue" so much as "an unexpected result") with the my pet.
and thank you for the response.
Ahhh, okay. Alot has changed over the last revisions so hard to keep up =P
- got a lot of taint messages in my taint log pointing to this addon
- models sometimes appear untextured (white)
- a lot of mobs "spaz out" when it tries to play various animations on them, probably because Blizz didn't make those animations for those models
- death animation tends to spaz out, with the model's facing direction rapidly flipping back and forth. first noticed it on murlocs, then on my gnome rogue
unfortunately i'm not sure how to incorporate this addon into my UI. i've thought about going to vertical bars in Pitbull, but it would make bar text a pain.
1) Without the message, doesn't do me any good
2) Bare Skin Models (white) are a feature and can be turned on/off. They are used when the unit is too far away to pull full model.
3) Spazing or Twitching is exactly as you said, the animations are not available for that model.
4) Some Death Animations seem to Twitch for same reason as number 3, it seems to be same models doing it.
When you did get it, did you get it upon loading into AB? If so, I think i fixed that bug.
[2008/02/18 19:01:42-2377-x6]: DaPortrait\modules\Animations.lua:533: attempt to call method 'Handle_DeathEvent' (a nil value)
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
---
Also, Dwarves stutter on death animation. I targeted a player who was a ghost while we were running back from a raid wipe.
Dwarves twitch, have a seizure, whatever you want to call it. Nothing I can do about it since that animation is broke on blizzards end on certain race/sex combinations.
I couldnt find it on this forum, but is it possible to only show the portait(head) instead of entire body?
Not yet
Say a default one for when the model is just doing it's idle animation, and a different camera for when it's doing an animation.
This way my character won't sit down and drop out of the view when she eats or drinks or what have you.
What Sex/Race is your character that is dropping out of view? I have been correcting mob positions as I find some that are wrong, but havent seen a character drop out of view.
You know when you will implement something like this? :)
no no, see in ZMC, if you use portrait mode, when your character uses an animation like sit, the character ends up sitting out of view and you end up seeing their head.
What i'd like to see is if a system is set up where when they do a specific animation, the camera changes. If the model sits, the camera moves so you can see their face. when they go back to standing, the camera follows.
Otherwise though, I really like how much better this addon is to ZMC. ZMC almost never works right for me.
I see what you are saying, thats because their model size stays the same but only half (or whatever) in height now. I really dont know how i will do portrait mode just yet.