$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 $bodygroup "default" { studio "" } $sequence ref "" $sequence exorcism_idle "" loop ACT_DOTA_IDLE -1 $sequence exorcism_run "" LX loop addlayer "exorcism_turns" ACT_DOTA_RUN 1 $sequence exorcism_run_alt "" LX loop addlayer "exorcism_turns" ACT_DOTA_RUN 1 $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 $animation exorcism_turn_center "" subtract center_pose 0 $animation exorcism_turn_left "" frame 0 0 subtract center_pose 0 $animation exorcism_turn_right "" frame 0 0 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 exorcism_turns { exorcism_turn_left exorcism_turn_center exorcism_turn_right blendwidth 3 blend turn -1.000000 1.000000 delta } $skinnedlods