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Compatible with Retail, Classic & TBC
Updated: 03-19-24 06:43 PM
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Plunderstorm (10.2.6)
Classic (1.15.1)
WOTLK Patch (3.4.3)
Updated:03-19-24 06:43 PM
Created:unknown
Downloads:137,213
Favorites:250
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Categories:Graphic UI Mods, Unit Mods
10.2.6

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

Version: 2.4.13
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.

03/19/2024 version 2.4.13
- toc update for 10.2.6 patch

03/10/2024 version 2.4.12
- toc update for 1.15.1 patch

01/16/2024 version 2.4.11
- toc update for 10.2.5 patch

11/07/2023 version 2.4.10
- toc update for 10.2 patch
- toc update for 3.4.3 patch

09/05/2023 version 2.4.9
- toc update for 10.1.7 patch

08/24/2023 version 2.4.8
- toc update for 1.14.4 amd 3.4.2 patches

07/11/2023 version 2.4.7
- toc update for 10.1.5 patch

05/03/2023 version 2.4.6
- toc update for icon and 10.1.0 patch

03/21/2023 version 2.4.5
- toc update for 10.0.7 patch

01/25/2023 version 2.4.4
- toc update for 10.0.5 patch

01/19/2023 version 2.4.3
- toc update for 3.4.1 patch

11/15/2022 version 2.4.2
- toc update for 10.0.2 patch

10/25/2022 version 2.4.1
- Update for Dragonflight clients

10/04/2022 version 2.4.0
- Update to support Dragonflight clients
- Beta/PTR users will need to load out of date addons for this to work until the update for the Dragonflight pre-patch

09/01/2022 version 2.3.9
- toc update for WotLK Classic

08/16/2022 version 2.3.8
- toc update for 9.2.7 patch

05/31/2022 version 2.3.7
- toc update for 9.2.5 patch

05/22/2022 version 2.3.6
- Added wago and curse project IDs to toc

05/12/2022 version 2.3.5
- Fix to make wowup recognize the wowinterface provider. (May require a rescan of folders in wowup)

04/03/2022 version 2.3.4
- Models are shifted down to a lower draw layer: overlay to artwork, border/artwork to background. (Please let me know if things are overlapping portraits that shouldn't - I can add an option to have an alternate layering scheme.)

03/27/2022 version 2.3.3
- Moved model drawlayer to match the texture it replaces - and moved background and mask layers to sublevels behind and in front of this layer
- toc update for Classic and BCC clients

02/22/2022 version 2.3.2
- toc update for 9.2 patch

11/02/2021 version 2.3.1
- toc update for 9.1.5 patch

10/09/2021 version 2.3.0
- Added option 'Normal Animation' so models can use their natural animation rather than being forced to a 'stand' animation without idle behaviors that can be distracting. Turning this option on will stop Vulpera models from freezing when they're about to do their idle animations.
- Third-party addons can now prevent Adapt from turning their textures into models by adding a 'noAdapt' property/keyvalue to the texture (texture.noAdapt=true).
- toc update for BCC and Classic Era

06/29/2021 version 2.2.12
- toc update for 9.1.0 patch

05/18/2021 version 2.2.11
- Update for The Burning Crusade Classic

03/13/2021 version 2.2.10
- toc update for 9.0.5 patch

10/13/2018 version 2.2.9
- toc update for 9.0 patch

09/28/2020 version 2.2.8
- toc update for 8.3 patch

12/24/2018 version 2.2.7
- toc update for 8.1 patch

07/17/2018 version 2.2.6
- toc update for 8.0 patch

08/29/2017 version 2.2.5
- toc update for 7.3 patch

03/28/2016 version 2.2.4
- toc update for 7.2 patch

10/24/2016 version 2.2.3
- toc update for 7.1 patch

07/03/2016 version 2.2.2
- Also workaround for UNIT_MODEL_CHANGED not firing when a player unghosts, causing their model to remain in ghostly form.

07/03/2016 version 2.2.1
- Workaround for UNIT_MODEL_CHANGED not firing when a warrior finishes 'leap' out of Skyhold, causing fiery/explody model to continue.

05/14/2016 version 2.2.0
- toc update for 7.0 Legion Beta
- Fix for first render not working on a new model

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 06/22/15 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 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 big 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 (26)
File Name
Version
Size
Author
Date
2.4.12
19kB
Gello
03-10-24 12:26 PM
2.4.11
19kB
Gello
01-16-24 04:02 PM
2.4.10
19kB
Gello
11-07-23 03:33 PM
2.4.9
19kB
Gello
09-05-23 04:46 PM
2.4.8
19kB
Gello
08-24-23 04:05 AM
2.4.7
19kB
Gello
07-11-23 06:02 PM
2.4.6
19kB
Gello
05-02-23 03:21 AM
2.4.5
19kB
Gello
03-21-23 03:09 AM
2.4.4
19kB
Gello
01-25-23 05:00 AM
2.4.3
19kB
Gello
01-19-23 06:02 PM
2.4.2
19kB
Gello
11-15-22 11:17 AM
2.4.1
19kB
Gello
10-25-22 05:40 PM
2.4.0
19kB
Gello
10-10-22 10:44 AM
2.3.9
19kB
Gello
09-01-22 01:56 AM
2.3.8
19kB
Gello
08-16-22 06:33 PM
2.3.7
19kB
Gello
05-31-22 09:03 AM
2.3.6
19kB
Gello
05-22-22 08:03 AM
2.3.5
18kB
Gello
05-12-22 06:24 PM
2.3.4
18kB
Gello
04-03-22 08:11 PM
2.3.3
18kB
Gello
03-27-22 07:06 AM
2.3.2
18kB
Gello
02-22-22 04:34 PM
2.3.1
18kB
Gello
11-02-21 09:38 AM
2.3.0
18kB
Gello
10-09-21 07:41 PM
2.2.12
17kB
Gello
06-29-21 04:44 PM
2.2.11
17kB
Gello
05-18-21 06:50 PM
2.2.10
17kB
Gello
03-13-21 04:51 AM


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Unread 11-26-23, 05:03 AM  
Gello
A Molten Giant
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Forum posts: 521
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Originally Posted by Xyrus
is it possible that i can make it to rectangular, i found only Quadratic and round
This addon doesn't change width or height of unit frames, it only converts the static 2D portraits to a 3D model. Since portraits are typically circular, the square option will be a full square with a width and height equal to the diameter of the portrait.
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Unread 11-26-23, 01:06 AM  
Xyrus
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is it possible that i can make it to rectangular, i found only Quadratic and round



that is it what i used, but now not more working

https://www.wowace.com/projects/simple3dportraits
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Unread 04-19-21, 01:25 PM  
Gello
A Molten Giant
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Re: Mechagnome Torso Pose

Originally Posted by ohlawdie
Any way to adjust or rotate this portraiture for gnomes? I'm off-put by my mechagnome looking like he's gazing off in a distance than the ideal kind of isometric look but no matter love the add-ons.

Thanks, Gello!
Maybe I'm not very observant but gnomes and mechagnomes seem to face the same direction as other races. Or did you mean an option to rotate all models?
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Unread 04-19-21, 09:11 AM  
ohlawdie
A Kobold Labourer

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Mechagnome Torso Pose

Any way to adjust or rotate this portraiture for gnomes? I'm off-put by my mechagnome looking like he's gazing off in a distance than the ideal kind of isometric look but no matter love the add-ons.

Thanks, Gello!
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Unread 08-09-19, 04:01 AM  
Gello
A Molten Giant
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Forum posts: 521
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[quote=Moosetrax]
Originally Posted by Gello
Originally Posted by Moosetrax
Very likely.
Thank you! I always loved this addon back in the day and I am glad to know it’s still around.
Thanks! I don't know how long servers will be up today for stress tests, but an updated version for classic can be found here:
https://www.wowinterface.com/downloa...t-Classic.html
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Unread 08-08-19, 08:40 AM  
Moosetrax
A Fallenroot Satyr
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[quote=Gello]
Originally Posted by Moosetrax
Very likely.
Thank you! I always loved this addon back in the day and I am glad to know it’s still around.
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Unread 08-08-19, 04:50 AM  
Gello
A Molten Giant
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Forum posts: 521
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Originally Posted by Moosetrax
I am curious if you are planning to update this for Classic? I intend to try the current version in the upcoming stress test to see if it works as is.
Very likely.
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Unread 08-07-19, 09:17 AM  
Moosetrax
A Fallenroot Satyr
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I am curious if you are planning to update this for Classic? I intend to try the current version in the upcoming stress test to see if it works as is.
Last edited by Moosetrax : 08-08-19 at 12:54 AM.
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Unread 04-02-19, 02:49 AM  
RammounZ
A Defias Bandit

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Someone know how to fix conflict Adapt with BigDebuffs ? Adapt is overlap BigDebuff.
Here example(Feint):
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Unread 08-20-18, 07:46 AM  
sigmer
A Murloc Raider

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HELL YEAH!

This is one of my all time favorite addons, i have been using it for many years....
its really nice to see it back again.... thanks a lot.
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Unread 08-03-16, 07:22 PM  
Gello
A Molten Giant
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Forum posts: 521
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Originally Posted by ThSno
I tested Adapt alone, without oUF_Abu, and portraits are not animated at all while in a vehicle, even after reloading UI. When I use both, I have to reload when entering and then when exiting vehicle to make it work. Everything besides that works perfectly, so I don't understand why I would not be compatible...
I asked for help on the oUF_Abu post, though.
Vehicles are a real pain to work with. Every time I get an itch to write a unit frame addon, I remember that vehicles exist and scrap the idea. That 2d portraits are used while in a vehicle is 100% perfectly fine with me.

How Adapt works is it hooks the SetPortraitTexture API call that the default UI (and addons) use to create a portrait of a unit, and then creates a model for that until instead, using the corners of the intented texture to size and position the new model and making the texture's parent the model's parent. That's it. The code is something like 250 lines to actually do this and another 500 lines of code for options. This "blind" universal approach cannot make judgement calls about the behavior of the frames they're attached to.

I've put this on the todo list to research this further later. Maybe this addon can be made to work with vehicles without requiring it to be for default unit frames only. I think the basic problem is that the unit is changing and it doesn't handle units changing. But unfortunately I have a lot of addon work to do between now and Legion and need to prioritize what gets my attention.
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Unread 08-03-16, 06:00 PM  
ThSno
A Kobold Labourer

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Originally Posted by Gello
Originally Posted by ThSno
Hello,

I'm currently using your addon with oUF_Abu and I found a bug while in a vehicle. The portrait won't show in the right place unless I reload UI, and it won't be animated anymore right after I exit the vehicle. I don't know if you can do anything about it.
Thanks for the screenshots. I'll look into that tonight.

edit: I had a chance to look into it. I'm afraid the two are incompatable. You'll have to get the models through oUF or oUF_Abu. I don't have the time to research how oUF is doing things differently to begin finding out exactly what's happening.
I tested Adapt alone, without oUF_Abu, and portraits are not animated at all while in a vehicle, even after reloading UI. When I use both, I have to reload when entering and then when exiting vehicle to make it work. Everything besides that works perfectly, so I don't understand why I would not be compatible...
I asked for help on the oUF_Abu post, though.
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Unread 08-03-16, 11:36 AM  
Gello
A Molten Giant
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Originally Posted by ThSno
Hello,

I'm currently using your addon with oUF_Abu and I found a bug while in a vehicle. The portrait won't show in the right place unless I reload UI, and it won't be animated anymore right after I exit the vehicle. I don't know if you can do anything about it.
Thanks for the screenshots. I'll look into that tonight.

edit: I had a chance to look into it. I'm afraid the two are incompatable. You'll have to get the models through oUF or oUF_Abu. I don't have the time to research how oUF is doing things differently to begin finding out exactly what's happening.
Last edited by Gello : 08-03-16 at 04:22 PM.
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Unread 08-03-16, 03:39 AM  
ThSno
A Kobold Labourer

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Hello,

I'm currently using your addon with oUF_Abu and I found a bug while in a vehicle. The portrait won't show in the right place unless I reload UI, and it won't be animated anymore right after I exit the vehicle. I don't know if you can do anything about it.

Last edited by ThSno : 08-03-16 at 04:54 AM.
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Unread 07-21-16, 10:29 AM  
prophetik
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Thank you for keeping this updated over the years!
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