$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 $bodygroup "default" { studio "" } $sequence ref "" //$sequence lycan_wolf_spawn "" ACT_DOTA_SPAWN 1 $sequence lycan_wolf_idle "" loop ACT_DOTA_IDLE 1 $sequence lycan_wolf_run "" LX loop ACT_DOTA_RUN 1 $sequence lycan_wolf_runx "" LX loop addlayer "lycan_wolf_turns" ACT_DOTA_RUN 1 $sequence lycan_wolf_attack "" ACT_DOTA_ATTACK 1 $sequence lycan_wolf_death "" ACT_DOTA_DIE 1 $sequence lycan_wolf_death2 "" ACT_DOTA_DIE 1 $sequence lycan_wolf_death_special "" ACT_DOTA_DIE_SPECIAL 1 $sequence lycan_wolf_stun "" ACT_DOTA_DISABLED 1 $sequence lycan_wolf_flail "" ACT_DOTA_FLAIL 1 $sequence lycan_wolf_idle_alt "" loop ACT_DOTA_IDLE_RARE 1 $sequence lycan_wolf_cast1_summonWolves "" ACT_DOTA_CAST_ABILITY_1 1 $sequence lycan_wolf_cast2_howl "" ACT_DOTA_CAST_ABILITY_2 1 $sequence portrait_idle "" loop ACT_DOTA_CAPTURE 3 $sequence portrait_idle "" loop ACT_DOTA_CAPTURE 3 $sequence portrait_idle_alt "" loop ACT_DOTA_CAPTURE 1 $sequence portrait_idle_alt "" loop ACT_DOTA_CAPTURE 1 // 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 lycan_wolf_turn_center "" subtract center_pose 0 $animation lycan_wolf_turn_left "" subtract center_pose 0 $animation lycan_wolf_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 lycan_wolf_turns { lycan_wolf_turn_left lycan_wolf_turn_center lycan_wolf_turn_right blendwidth 3 blend turn -1.000000 1.000000 delta } $skinnedlods