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Siege of Orgrimmar (5.4)
Updated:04-09-14 07:31 PM
Created:unknown
Downloads:75,690
Favorites:231
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Categories:Graphic UI Mods, Unit Mods
5.4
Adapt - Almost-Default Animated Portraits  Popular! (More than 5000 hits)
Version: 2.0.11
by: Gello [More]
This small addon animates the unit frames 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.

__ New in 2.0.11 __
  • New 'Torso portrait' model option

__ 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. There's not a lot of wiggle room to create a universal overlay to trim the corners but it is something being investigated.

Q: What's an "anonymous portrait"?
A: When this addon was first written in 2006 over seven years ago, 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.
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 (9)
File Name
Version
Size
Author
Date
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 05:53 AM
1.82
10kB
Gello
10-14-08 04:43 AM


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Old 08-27-06, 05:25 PM  
Kabuto-eu
A Kobold Labourer

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The offset for the portrait on the Blizzard built in 'ready check' is incorrect. Sometimes. Trying to track down what causes it.
Last edited by Kabuto-eu : 08-28-06 at 04:12 AM.
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Old 08-24-06, 01:38 PM  
Gello
A Scalebane Royal Guard
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Oops yeah I can see the : being a problem. In retrospect the name of this mod is ridiculously long. I should probably just shorten it to 'Adapt'

On the GUI, if/when it's made it would include options for background. My secret wish is for some more camera position controls that can run off SetCamera(0). Then a GUI would definitely be useful. Unfortunately I'm far from bored lately, especially this past month, but we'll see. I enjoy writing GUIs.
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Old 08-23-06, 11:31 PM  
Naiji
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If you get bored or something, you could make a GUI. I don't see it being important at the moment, however.

I was wondering if you could possibly add the option of having a black background along with the class-based colors and no background options. Either that or perhaps some sort of brightness adjustment on the colors.

Thanks for keeping this going!
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Old 08-23-06, 05:43 PM  
DSanai
A Wyrmkin Dreamwalker
 
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Note: The colon in the filename here breaks several links on the site to get to this page. I had to manually construct the URL to get to it. Consider changing it to a hyphen.
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Old 06-22-06, 05:48 PM  
Gello
A Scalebane Royal Guard
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I was making an elaborate GUI but decided to scrap it. This is hopefully set up once and forgotten. In 1.4, /adapt list will shown frames that are not animated as well as frames it's been asked to animate that session.

If there's real demand for a GUI let me know.
Last edited by Gello : 06-22-06 at 05:49 PM.
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Old 06-21-06, 08:16 AM  
bobllama
A Defias Bandit

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Originally posted by Gello
I was going to add a small GUI to configure since lists and slash commands don't work well, but if one doesn't happen by this weekend I'll post what I have.
I appreciate it.
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Old 06-20-06, 07:49 PM  
Gello
A Scalebane Royal Guard
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I don't know how to explain this well, but I can't list frames for you. Do you use default unit frames? Every portrait has its own unique name. Discord can't use the default UI's names, CTMod has its own names, Perl has its own, etc, etc.

The mod won't have a built-in list either. This mod sits between the UI and mods, intercepting requests and then changing texture requests to model requests.

Think of it as being a postal worker going into work and then answering "who's getting what mail today?" You don't know until the stuff is sorted out.

I was going to add a small GUI to configure since lists and slash commands don't work well, but if one doesn't happen by this weekend I'll post what I have.
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Old 06-19-06, 01:54 PM  
bobllama
A Defias Bandit

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Sweet, ty.

In the meantime, any chance of just telling us here what the names are so I can get my UI finalized?

Thanks a bunch and nice addon!

Edit: Um... Guess what with 1.11 out it's a moot point.
Last edited by bobllama : 06-20-06 at 02:38 PM.
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Old 06-19-06, 05:15 AM  
Gello
A Scalebane Royal Guard
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I'll add the list of frames it's already animating in /adapt list. That should help a bit. The mod is ~275 lines of code and doesn't have any knowledge of the unit frames it's changing.

When you /adapt unanimate or /adapt animate, and there is no change on next login, it's likely that the frame isn't a texture. I'll add a check if a frame is a texture before allowing the frame to be blacklisted.

Originally posted by bobllama
So you mention you can disable certain frames, but we need the names which aren't listed...

Also, by guesswork I managed to unanimate pet, party, player and targetoftarget, yet they are all still animated (/adapt list shows all those listed)...

What am I doing wrong?
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Old 06-18-06, 05:53 PM  
bobllama
A Defias Bandit

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So you mention you can disable certain frames, but we need the names which aren't listed...

Also, by guesswork I managed to unanimate pet, party, player and targetoftarget, yet they are all still animated (/adapt list shows all those listed)...

What am I doing wrong?
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Old 06-12-06, 10:36 AM  
Gello
A Scalebane Royal Guard
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Is anyone else getting that error?

This will definitely fix it: /script Adapt_Settings = nil ReloadUI()

If anyone else is getting an error I'll put in a check for that and post an update.

Originally posted by fred
Count: 1
Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
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Old 06-11-06, 07:25 PM  
fred
A Cobalt Mageweaver

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Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
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Old 06-11-06, 05:35 PM  
Kevlar
A Kobold Labourer

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suggestion for a future release:
allow us to change the background color of portraits?
id like to use a better color than drab green

great work!

oh and also, might it be possible to get it to work with LucenUnitFrames? http://www.wowace.com/forums/index.php/topic,1091.0.html
right now the outline of the circle/square shows up but is hidden behind the normal portrait the unitframe addon uses.
Last edited by Kevlar : 06-11-06 at 05:45 PM.
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Old 05-08-06, 01:09 AM  
Keqin
A Kobold Labourer

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Do it for Nymbia's Perl Unitframes and it will be great man.

Keep at the good work!
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Old 05-06-06, 06:07 PM  
NiGHTsC
A Murloc Raider

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/adapt back - doesn't work ?
Also ,can you add an option that we can move the Model closer ?
can we have another option to disable/enable the addon ?
Last edited by NiGHTsC : 05-06-06 at 06:34 PM.
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