$upaxis Y $modelname "" $surfaceprop "default" // This attachment is required. $attachment "attach_hitloc" "" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "attach_attack1" "" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "attach_attack2" "" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "attach_mouth" "" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 $bodygroup "default" { studio "" } $sequence ref "" $sequence sb_spawn "" ACT_DOTA_SPAWN 1 $sequence sb_idle "" loop ACT_DOTA_IDLE 3 $sequence sb_death "" ACT_DOTA_DIE 1 $sequence sb_stun "" ACT_DOTA_DISABLED 1 $sequence sb_flail "" ACT_DOTA_FLAIL 1 $sequence sb_run "" LX loop ACT_DOTA_RUN 1 $sequence sb_runx "" LX loop addlayer "sb_turns" ACT_DOTA_RUN 1 $sequence sb_run_or "" LX loop ACT_DOTA_RUN 1 ActivityModifier AttackCheck $sequence sb_run_orx "" LX loop addlayer "sb_turns" ACT_DOTA_RUN 1 ActivityModifier AttackCheck $sequence sb_run_injured "" LX loop ACT_DOTA_RUN 1 ActivityModifier injured $sequence sb_run_injuredx "" LX loop addlayer "sb_turns" ACT_DOTA_RUN 1 ActivityModifier injured $sequence sb_run_haste "" LX loop ACT_DOTA_RUN 1 ActivityModifier haste $sequence sb_run_hastex "" LX loop addlayer "sb_turns" ACT_DOTA_RUN 1 ActivityModifier haste $sequence sb_idle_or "" loop ACT_DOTA_IDLE 1 ActivityModifier AttackCheck // Attacks: First 2 are ATTACK, Second 2 are ATTACK2. Only first is required. $sequence sb_attack "" ACT_DOTA_ATTACK 1 $sequence sb_attackb "" ACT_DOTA_ATTACK 1 $sequence sb_attack2 "" ACT_DOTA_ATTACK2 1 $sequence sb_attack2b "" ACT_DOTA_ATTACK2 1 $sequence sb_idle_rare "" loop ACT_DOTA_IDLE_RARE 1 // Portrait / Capture Idle. If we don't have a portrait idle, we re-use the base idle as our capture. $sequence portrait_idle "" ACT_DOTA_CAPTURE 3 $sequence portrait_idle "" ACT_DOTA_CAPTURE 3 // Below is the definition of the turn layer. // First we start by creating 3 poses // The 3 "animations" (center, left, right) are actually just single frame poses. Center is usually the 0 frame of the run animation, left and right are poses based on the 'center' frame to give the illusion of a left or right turn. // 'subtract' is defining each animation as the difference in pose between itself and the center pose $sequence center_pose "" frame 0 0 $sequence left_pose "" frame 0 0 $sequence right_pose "" frame 0 0 $animation sb_turn_center "" subtract center_pose 0 $animation sb_turn_left "" subtract center_pose 0 $animation sb_turn_right "" subtract center_pose 0 // The turn is comprised of the 3 poses we defined above all connected together. // 'blendwidth' tells the sequence it is a combination of the 3 specified animations // 'blend' tells it which pose parameter to label it as, in this case "turn" // 'delta' signifies to the engine that this sequence is an additive layer, rather than completely stomping whatever animation it is added to. $sequence sb_turns { sb_turn_left sb_turn_center sb_turn_right blendwidth 3 blend turn -1.000000 1.000000 delta } $skinnedlods