XCZA

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![image](https://user-images.githubusercontent.com/112023493/215523039-b0269247-89b1-4b6b-bf18-6f51f2196f3d.png) Most VFX for actions/emotes/etc. usually end in either **t**#p.avfx or **c**#p.avfx the "T" standsfor Target and the "C" stands for Cast. the number is just how many different effects...

when you click export on any of the various windows (tmb/pap/vfx editor) they all bring up the same dialogue box. its a lil window that includes a list to include:...

in addition to this another godsend would be a "Augmented Reality" like feedback system when using the coordinate axis graph, for example if you clicked a keyframe (ie had it...

it looks like something else is going on, I tried that and i didnt quite work, then I loaded spreadshot into 3ds max and it appears as if the lower...

It appears as though the skeleton for Spreadshot doesnt have the same top/right coordinate situation going on. This is everything I tried and the results: using the PAP for snap:...

1. Hmm how would you change the ActionTimeline{HIT} value for an ability? you can't do it within VFXedit since any time you change say normal_hit, it will do so for...

@Unknown-Zombie you can get around this by going into each action TBM file finding all the sounds (removing them) and adding them into the timelines of the .avfx files; just...

So in the example he uses, the Warrior beast gauge Aura. The VFX itself is setup to loop. hence you see this in the timeline and you do this by...

@NaesKun what your looking for is in the TBM its literally just called **Animation Canceled by Movement** and every tbm should have it. If you match the value to the...

@NaesKun after experiments I was not able to get around that constraint set in the sheet. I also tried exporting the pap saving the bene skeletal animation as a hkv...