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Updated: 01-21-16 09:16 PM
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Minor patch (6.2.3)
Updated:01-21-16 09:16 PM
Created:unknown
Downloads:81,972
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Categories:Graphic UI Mods, Unit Mods

Adapt - Almost-Default Animated Portraits  Popular! (More than 5000 hits)

Version: 2.1.0
by: Gello [More]

This small addon animates the static portraits of (nearly) any UI.

When the UI goes to draw a static portrait, this addon instead draws an animated model to the dimensions of the intended portrait.

Adapt is meant to be configuration-free (especially if you use the default unit frames), but there are some options you can change in the Interface Options Panel.

__ FAQ __

Q: Will it work with my custom unit frames?
A: If your existing unit frames are static portraits and not models already, yes it should. The universal approach this addon takes will attempt to convert any 2d portrait texture into a 3d model (if it's bigger than 30 pixels). However, if Adapt already came with the unit frame addon or UI compilation you use, you may need to get an updated version of that addon/compilation if it made any tweaks to portraits/Adapt.

Q: It's not working or there's a bug.
A: I'd love to hear about it in the comments. Please mention what Unit Frame addon or UI compilation you use.

Q: I use circular unit frames (like default), but when I look closely the model cut off as a square! Can the model be fit into a true circle?
A: Sadly, it can't. Addons have no genuine way to mask models. For circular unit frames the model is shrunk to fit within the circle.

Q: What's an "anonymous portrait"?
A: When this addon was first written in 2006, practically everyone named all their textures(portraits). Nowadays it's more common for textures to go unnamed as a courtesy to the UI ecosystem. For anonymous portraits you can only turn them all on or off, unlike named portraits which you can selectively disable.

Q: I want to disable my default focus frame from animating, but I don't see it in the options list.
A: The list in options is only of portraits it's encountered in that session (and those already disabled). Adapt has no awareness of what frames it will be asked to draw until it encounters them. So in this case you can /focus yourself and then when you go back into options the focus frame should be listed so you can disable it.

01/21/2016 version 2.1.0
- Rewrote options panel.
- Restructured settings (some with non-standard settings may need to set them back).
- Added new option "With Overlay Mask" to add a circular texture over models to soften the corners and make them more round.
- Added new option "Smaller Portrait" to bring round portraits in even further.
- "Torso Portrait" mode reworked: model turned to "default rotation" and zoomed in just a bit for a more natural view.
- "Full Model" mode zoomed in a bit.
- All animations now (theoretically) use a standing animation without idle animations (such as undead going off camera).
- Fixed camera issue when changing the UI scale or display size.

2.0.17 01/15/16 brought corners in slightly for "circle" portraits
2.0.16 06/23/15 toc update for 6.2 patch
2.0.15 02/24/15 toc update for 6.1 patch
2.0.14 10/30/14 fix for frames being removed from blacklist staying on blacklist
2.0.13 10/29/14 fix for achievement comparison portrait
2.0.12 10/14/14 toc update for 6.0 patch
2.0.11 4/9/14 torso portrait option
2.0.10 10/27/13 fix for blacklisted portraits belonging to an addon that later gets disabled
2.0.9 09/11/13 toc update for 5.4 patch
2.0.8 05/21/13 toc update for 5.3 patch
2.0.7 04/04/13 added blacklist cache, removed debug code
2.0.6 03/30/13 rewrite
- portraits indexed by the texture itself, not the texture name
- instead of a frame with back and model drawn off it, back and model drawn straight to parent of original texture.
- useParentLevel inherited by models
- setCamera replaced with SetPortraitZoom
- instead of reacting to every SetPortraitTexture, a SetUnit done only if the GUID changed. At the same time, if a UNIT_MODEL_CHANGED happens, every portrait of that unit will be updated at a lower priority update.
- rebuilt options frame
1.92 08/28/12 fixed _ tainting
1.91 08/27/12 5.0 (Mists of Pandaria) update
1.9 09/02/10 4.0 (Cataclysm) support, TargetFrameToTPortrait defaulted DontUse
1.82 10/08/08 scroll fix, /adapt goes to options panel
1.81 08/08/08 updated for WotLK (toc, this->self)
1.8 04/12/08 moved options to new interface options, added full model option
1.71 01/12/07 fixed initialization
1.7 01/11/07 fixed taint issue with default ToT
1.6 10/04/06 edits for lua 5.1
1.5 08/21/06 changed DressUpModel to PlayerModel, moved SetCamera OnUpdate to OnShow
1.4 06/22/06 disabled mouse on portraits, added known frames to /adapt list
1.3 06/11/06 /adapt animate/unanimate options, visibility fix by Lafiell, attempt at more flexibility with frameStrata
1.2 04/01/06 slash options added for circle/square portraits and background
1.0 03/19/06 initial release
Optional Files (0)


Archived Files (16)
File Name
Version
Size
Author
Date
2.0.17
12kB
Gello
01-15-16 12:12 PM
2.0.16
12kB
Gello
06-23-15 07:51 AM
2.0.15
12kB
Gello
02-24-15 06:17 AM
2.0.14
12kB
Gello
10-29-14 11:04 PM
2.0.13
12kB
Gello
10-29-14 09:53 AM
2.0.12
12kB
Gello
10-14-14 06:28 AM
2.0.11
12kB
Gello
04-09-14 07:31 PM
2.0.10
10kB
Gello
10-27-13 03:21 PM
2.0.9
10kB
Gello
09-11-13 10:12 AM
2.0.8
10kB
Gello
05-21-13 11:18 AM
2.0.7
10kB
Gello
04-04-13 11:32 AM
2.0.6
10kB
Gello
03-29-13 11:24 PM
1.92
12kB
Gello
08-28-12 04:36 PM
1.91
12kB
Gello
08-27-12 08:34 PM
1.9
12kB
Gello
01-30-12 06:53 AM
1.82
10kB
Gello
10-14-08 04:43 AM


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Unread 02-02-12, 08:42 PM  
SmuvMoney
A Defias Bandit

Forum posts: 3
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TargetFrameToTPortrait issue?

Gello, I believe that your official release seems to bemissing the "TargetofTargetPortrait" to "TargetFrameToTPortrait" fix noted by mistik911. I cannot get a 3D portrait on the default target of target frame.
__________________
Peace & God Bless,

$muvMoney
John 14:27 & Numbers 6:24
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Unread 01-30-12, 07:06 AM  
Gello
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Just to be clear, 1.9 posted today is the same one that's been buried in the Cataclysm Beta section since Cataclysm launched. There's no other changes.

Sorry again for not updating the live version.
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Unread 03-26-10, 07:47 PM  
Slakah
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Ok, if Gello is here, heres a copy of the fixed version for the Target of Target frame stuttering business.

http://dl.dropbox.com/u/3786517/Adapt.zip
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Unread 02-06-10, 10:59 AM  
pauen
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On the target of target...

can you just update it or something? or better yet, just make it 2d please? cause it should be a problem you should solve...
Last edited by pauen : 02-06-10 at 11:00 AM.
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Unread 01-16-10, 02:17 PM  
mistik911
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Originally posted by Slakah
For anyone who wants to fix the stuttery Target of Target model, just go into the Adapt.lua file with a text editor and replace.

Code:
m:SetUnit(unit)
with

Code:
dummymodel:SetUnit(unit)
local guid = UnitGUID(unit)
if dummymodel:GetModel() ~= m:GetModel() or self.oldguid ~= guid then
	m:SetUnit(unit)
        m.oldguid = guid
end
and add
Code:
local dummymodel = CreateFrame("PlayerModel")
somewhere at the top of the file.
This works but with the new patch they changed the ToT frame from "TargetofTargetPortrait" to "TargetFrameToTPortrait". Try this and see if it works:

Change Adapt.xml Line 28

Code:
<FontString name="$parentText" font="GameFontHighlight" justifyH="LEFT" justifyV="CENTER" text="TargetofTargetPortrait">
to

Code:
<FontString name="$parentText" font="GameFontHighlight" justifyH="LEFT" justifyV="CENTER" text="TargetFrameToTPortrait">
Then goto the Adapt.lua Line 46 and replace

Code:
DontUse = { ["TargetofTargetPortrait"]=1 }
with

Code:
DontUse = { ["TargetFrameToTPortrait"]=1 }
and Line 156

Code:
Adapt_Settings.DontUse = { ["TargetofTargetPortrait"]=1 }
with

Code:
Adapt_Settings.DontUse = { ["TargetFrameToTPortrait"]=1 }
Or in whatever text editor you use just do a Find and Replace. Find "TargetofTargetPortrait" and Replace "TargetFrameToTPortrait" Enjoy
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Unread 01-10-10, 03:59 AM  
pauen
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Target Of Target's Portrait

I know everyone's been talking about it, but can you please make the target of target's portrait move please?
Thanks!

Oh and I've tried Sakah's solution, which didn't work.
Last edited by pauen : 01-10-10 at 04:00 AM.
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Unread 01-10-10, 03:35 AM  
pauen
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Re: Male Undead

Originally posted by Sitanel
"I have an undead male mage as my main and I love this mod, except when he slouches halfway offscreen."

To my knowledge this isn't an issue with Adapt, rather an issue with Blizzards default viewpoint for all models (as far as I'm aware all unit frames that use 3D models have this problem) the same goes for (for example) all NPCs facing to the right and all players facing to the left.

On a side note I've noticed a problem with Adapt, when you target one of the Vrykul (like the "Ymirjar" in Icecrown) the FPS plummets down so low the game is virtually unplayable :S I've tried it with other 3D unit frame mods (Pitbull and GUF) and the problem doesn't occur. Is that just me? :S

Anyways, thanks for the great mod It's excellent for those using an "Almost-Default-UI :P
Oh yeah lol i have an undead dk and it looks wierd when he does that.
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Unread 10-12-09, 10:59 AM  
Kunstbanause
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Re: party

Originally posted by blight9000
hey
my party aint 3d any known issues or something like that? im using spartanui if that helps.
Hey
I don't think you provide enough information, regarding your problem. I am using the Spartan UI too and had to play around with the background strata a bit to get it working.
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Unread 09-16-09, 01:27 PM  
blight9000
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party

hey
my party aint 3d any known issues or something like that? im using spartanui if that helps.
Last edited by blight9000 : 09-16-09 at 01:37 PM.
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Unread 07-05-09, 09:00 AM  
7Shandy
A Kobold Labourer

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flip target portrait

Hi!

Is there any possibility to flip the target portrait so that they look at each other if I target myself?


Regards!
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Unread 07-01-09, 06:04 AM  
Slakah
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For anyone who wants to fix the stuttery Target of Target model, just go into the Adapt.lua file with a text editor and replace.

Code:
m:SetUnit(unit)
with

Code:
dummymodel:SetUnit(unit)
local guid = UnitGUID(unit)
if dummymodel:GetModel() ~= m:GetModel() or self.oldguid ~= guid then
	m:SetUnit(unit)
        m.oldguid = guid
end
and add
Code:
local dummymodel = CreateFrame("PlayerModel")
somewhere at the top of the file.
Last edited by Slakah : 07-02-09 at 09:55 AM.
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Unread 02-23-09, 08:27 AM  
Kunstbanause
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Hei Gello,

this Addon is really cute.
Thumps up ^^
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Unread 01-25-09, 08:46 AM  
Sitanel
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Male Undead

"I have an undead male mage as my main and I love this mod, except when he slouches halfway offscreen."

To my knowledge this isn't an issue with Adapt, rather an issue with Blizzards default viewpoint for all models (as far as I'm aware all unit frames that use 3D models have this problem) the same goes for (for example) all NPCs facing to the right and all players facing to the left.

On a side note I've noticed a problem with Adapt, when you target one of the Vrykul (like the "Ymirjar" in Icecrown) the FPS plummets down so low the game is virtually unplayable :S I've tried it with other 3D unit frame mods (Pitbull and GUF) and the problem doesn't occur. Is that just me? :S

Anyways, thanks for the great mod It's excellent for those using an "Almost-Default-UI :P
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Unread 01-23-09, 03:34 AM  
Nendyen
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Same question as Sok down there. I have an undead male mage as my main and I love this mod, except when he slouches halfway offscreen.

Is there anyway to compensate for the slouching the undead men do? (Not sure if the undead women suffer from the same spinal issues as the men.)
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Unread 01-11-09, 10:48 PM  
Hevanus
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Issues:

- I get errors when I open and try to use the Adapt options menu. Edit: Deleting my Adapt savedvariables fixed this for me.

- Portraits appear behind whatever frame they're anchored to. May be related to Skinner, but the problem went away when I commented out the SetFrameLevel(1) call in Adapt (not sure why it's doing that anyways).
Last edited by Hevanus : 01-11-09 at 11:04 PM.
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