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Updated: 01-21-16 09:16 PM
File Info
Minor patch (6.2.3)
Updated:01-21-16 09:16 PM
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
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01-15-16 12:12 PM
06-23-15 07:51 AM
02-24-15 06:17 AM
10-29-14 11:04 PM
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Unread 11-14-08, 08:32 AM  
An Aku'mai Servant
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Forum posts: 30
File comments: 148
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UPDATE: I traced this issue to SpartanUI.

It runs this code:
    if (Adapt) then
        Adapt_Settings.Shape = "SQUARE"
        Adapt_Settings.Back = Adapt_Settings.Back=="OFF"
Commenting out that block results in the value being saved correctly.

Original post follows:

Avatar background "transparent" setting does not save session-to-session

I found that Adapt doesn't save the setting for background transparency on the avatar portrait in the unit frame. Since reporting that bug, I checked my Adapt SV:

Saved Variables - Adapt.lua:
Adapt_Settings = {
    ["DontUse"] = {
    ["Shape"] = "SQUARE",
    ["Back"] = false,
Back is set false, but the code appears to be looking for ON or OFF. Need to trace through and find out all the places where "Back" is defined and assigned values. Then determine if you want the function return or value to be ON/OFF or TRUE/FALSE.

Likely places to check to confirm you're getting or setting the desired value include:
Adapt.lua        45    Back = "ON",        -- "ON" or "OFF" whether background shows
Adapt.lua        130    frame.backLayer = frame:CreateTexture(modelName.."Back","BACKGROUND")
Adapt.lua        135    if Adapt_Settings.Back=="OFF" then
Adapt.lua        166    local back = Adapt.Textures[textureName].backLayer
Adapt.lua        173    if Adapt_Settings.Back=="OFF" then
Adapt.lua        194    if Adapt_Settings.Back=="ON" then
Adapt.lua        200    AdaptOptionsCheckButtonTransparent:SetChecked((Adapt_Settings.Back=="OFF") and 1 or nil)
Adapt.lua        296    Adapt_Settings.Back = AdaptOptionsCheckButtonTransparent:GetChecked() and "OFF" or "ON"
Adapt.lua        352    Adapt.OldSettings.Back = Adapt_Settings.Back
Adapt.lua        373    Adapt_Settings.Back = Adapt.OldSettings.Back
HTH (P.S.: My money is on line 200.)

As a temporary work-around, I'm going to modify the SV value by hand and then avoid entering the Adapt configuration panel (so it doesn't reset the incorrect value).
-- ęsir
Last edited by Aesir : 11-20-08 at 06:59 PM.
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Unread 10-23-08, 02:32 AM  
A Defias Bandit

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If you use a non default UI Scale it seems to mess things up a bit, is there any way i can move the 3d models back a bit? They seem to be clipping with the frame a bit, ie http://i35.tinypic.com/10yl5rm.jpg

Seems to work ok with "Full model" ticked though. But id rather have the default 3d portrait
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Unread 10-17-08, 03:10 AM  
A Defias Bandit
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class icons

an option to put the class icons in the frame instead of the 3d,2d option would be nifty
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Unread 05-27-08, 06:45 PM  
A Rage Talon Dragon Guard
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Could you add an option to make the background black when not using the transparent option? (instead of class coloured)

Forgive me if this is in the latest version already, can't test it for a while.
Grab your sword and fight the Horde!
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Unread 04-13-08, 05:11 AM  
A Murloc Raider
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Thanks alot

Thanks alot for this i think this is the best unit frame addon ever simple and easy keep it up
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Unread 04-13-08, 02:25 AM  
A Deviate Faerie Dragon
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thanks for updating!
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Unread 09-04-07, 02:39 AM  
A Fallenroot Satyr

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For some reason the model animations skip around when using the Target of Target in CT Unitframes.
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Unread 04-24-07, 05:31 AM  
A Rage Talon Dragon Guard
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However, there is apparently this new function
* NEW - Frame:HookScript("name", function) - Exactly equivalent to hooksecurefunc(), but usable with frame script handlers. (Note that like hooksecurefunc(), this is not intended as a general hooking replacement, but to allow hooking of secure frame handlers.)
dunno if it can solve this anyhow, I tried replacing that hooksecurefunc() line with this

AdaptFrame:HookScript("SetPortraitTexture", Adapt.newSetPortraitTexture)

but is just said AdaptFrame has no SetPortraitTexture function. If anyone with some more knowledge would look into it
Grab your sword and fight the Horde!
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Unread 04-18-07, 08:13 AM  
A Pyroguard Emberseer
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Adapt 1.7.1 crashes the PTR 2.1.0 client (on loading).

Only happens after the 1st ptr patch: client build 6592 (and onward?)
PTR = Adapt works fine.
PTR = client crashes.
Tested with Adapt loaded only (no other addons).
And adding Adapt to other addons.
WoW client crashes with a "fatal exception" error at the end of the loading progress bar.

Edit: Followup.
1. comment out hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
2. enter world normally.
3. alt-tab, edit the hook back in.
4. ReloadUI.
Adapt works ok... (?)
Edit: Followup #2.
Changing this:RegisterEvent("PLAYER_LOGIN") to
and moving hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
from .OnLoad() to .OnEvent() stops the client crashing and Adapt seems to be working but still occasionally causes "fatal exception" type errors to the client.

This is obviously not a bug report, Adapt works great on the current Live Realms.
Just a little advance notice for the future
Last edited by Dridzt : 04-21-07 at 06:01 AM.
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Unread 04-01-07, 05:28 AM  
A Kobold Labourer

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I play an Undead male a lot and i have noticed that half of his face is cut off in the potrait. I think this has some thing to do with how the undead slouch over instead of standing up straight. Am I the only one having this problem? Or is any one else having it? If I can fix it how do i do that? (may be changing the coordinates for the undead model to the left some more?)
Last edited by Sok : 04-03-07 at 05:55 AM.
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Unread 11-14-06, 05:49 AM  
A Kobold Labourer

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can u help me pls

pls what addon i need for complete working adapt? CT_UNIT FRAMES or?
I try Adapt without any addon and my portrait havent texture :-(

I only want animated portraits..

tnx for any help
am new here
Last edited by Kuri : 11-14-06 at 06:02 AM.
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Unread 08-31-06, 07:28 AM  
A Kobold Labourer

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Wow... what a great little mod here

I LOVE having the animated textures in the windows... although targetoftarget is a little annoying with the constant resets (I'm guessing the ui tests every couple of seconds to see what your target is targeting, hence refreshing the window and causing the "stutter")

I used the /adapt list command though, and disabled that frame - viola! Perfect!!

Thanks again Gello... really love this
Last edited by Poena : 08-31-06 at 08:05 AM.
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Unread 08-27-06, 05:25 PM  
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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Unread 08-24-06, 01:38 PM  
A Firelord
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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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Unread 08-23-06, 11:31 PM  

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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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