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Warlords of Draenor Pre-Patch (6.0.3)
Updated:10-29-14 11:04 PM
Created:unknown
Downloads:77,149
Favorites:232
MD5:
Categories:Graphic UI Mods, Unit Mods
6.0.3
Adapt - Almost-Default Animated Portraits  Updated Today!  Popular! (More than 5000 hits)
Version: 2.0.14
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.

__ 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.
2.0.14 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 (12)
File Name
Version
Size
Author
Date
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 Today, 10:55 PM  
Gello
A Scalebane Royal Guard
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Forum posts: 444
File comments: 339
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Originally Posted by Banknorris
I found the problem, my saved variables were:
AdaptSettings = {
["BackColor"] = {
["a"] = 1,
["b"] = 0.5,
["g"] = 0.5,
["r"] = 0.5,
},
["BlacklistAnonymous"] = false,
["ColorByClass"] = 1,
["ModelZoom"] = 1,
["Blacklist"] = {
["PlayerPortrait"] = false,
},
}
When i deleted the saved variables the TargetPortrait started animation again. But I think there is some bug in your code assigning false instead of nil (or checking for nil instead of false). And yes just disabling the compareachievement frame is more than good enough. Thank you and sorry for pointing out such a little thing lol.
Nice find, thanks!

You're exactly right with the nil/false. It builds a cache from the blacklist
Code:
for texture in pairs(AdaptSettings.Blacklist) do
  if _G[texture] then
    adapt.Blackcache[_G[texture]] = 1
  end
end
So PlayerPortrait=false will add PlayerPortrait to the Blackcache.

The culprit is GetChecked() will return false now instead of nil. This is easy enough to fix. Thanks again!
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Unread Yesterday, 04:34 PM  
Banknorris
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I found the problem, my saved variables were:
AdaptSettings = {
["BackColor"] = {
["a"] = 1,
["b"] = 0.5,
["g"] = 0.5,
["r"] = 0.5,
},
["BlacklistAnonymous"] = false,
["ColorByClass"] = 1,
["ModelZoom"] = 1,
["Blacklist"] = {
["PlayerPortrait"] = false,
},
}
When i deleted the saved variables the TargetPortrait started animation again. But I think there is some bug in your code assigning false instead of nil (or checking for nil instead of false). And yes just disabling the compareachievement frame is more than good enough. Thank you and sorry for pointing out such a little thing lol.
Last edited by Banknorris : 10-29-14 at 04:35 PM.
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Unread Yesterday, 08:49 AM  
Gello
A Scalebane Royal Guard
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File comments: 339
Uploads: 100
I can't figure out how to get back to that bug report Banknorris sorry. Is your player portrait still not showing? If so is it just for one character or all?

I'll have an update today to turn off the animation of that achievement compare portrait.

edit: figured out how to get back there. Sorry didn't reply earlier. I'll have a fix for the achievement comparison. Probably just disable the model--the way this addon works passively it makes no judgement on the unit it's about to draw. It just passes the unit along. When I get time I'll see if I can experiment with why it's getting the wrong unit.
Last edited by Gello : 10-29-14 at 08:57 AM.
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Unread 10-25-14, 05:03 PM  
10leej
A Scalebane Royal Guard
 
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Just a quick plugin here (a month late) Gello, BobUI no longer uses adapt as the unitframes are now oUF based as of version 6.0

The older files are still available for download however the unitframes.lua file is required as my custom textures I used the the unitframes don't match the default layout.

If peopl are going to use my textures I suggest using BobUI v5.4.1 as that was the last interation of the texture were I fixed a lot of texture issues. I do allow fan updates in the license as well if players would just like to update the UI so long as it's posted on wowinterface or curse.com (and associated websites aka curseforge, wowace, ect)
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Unread 09-27-14, 12:00 PM  
Gello
A Scalebane Royal Guard
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WoD

Just a note that this addon has been tested on the WoD beta and appears to require no changes beyond changing its interface number to make it up to date.

That will happen with the 6.0 pre-patch. A WoD-specific version will not be uploaded until then unless there's any demand.
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Unread 04-29-14, 07:31 PM  
Grizzly UK
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Originally Posted by Gello
Originally Posted by Grizzly UK
Are there any addons that change the portrait frame so as to match the square portrait? Long time ago I used BUFX but that broke for and was never fixed. Since then I've been looking but so far unable to find a suitable replacement so figured that maybe some of Adapt's users might know of something.
I use default myself and was hoping others could have suggestions for you. Now and then I get an urge to create an addon to change default portraits to squares but it looks kinda odd without more drastic changes.

I don't know how drastic a change you want, but BobUI has square portraits. Practically any unit frame addon would too.
I'm just looking for something that's nice and simple, BUFX (and it's inspiration Gypsy Unit Frames) are the best examples of what I'd like. I've looked at lots of unit frame addons but they all seem to give the entire thing a complete overhaul / revamp which is more than I want really. Ah well, my search must continue for a while longer it seems, but thanks for the reply!
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Unread 04-29-14, 04:59 PM  
Gello
A Scalebane Royal Guard
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Originally Posted by Grizzly UK
Are there any addons that change the portrait frame so as to match the square portrait? Long time ago I used BUFX but that broke for and was never fixed. Since then I've been looking but so far unable to find a suitable replacement so figured that maybe some of Adapt's users might know of something.
I use default myself and was hoping others could have suggestions for you. Now and then I get an urge to create an addon to change default portraits to squares but it looks kinda odd without more drastic changes.

I don't know how drastic a change you want, but BobUI has square portraits. Practically any unit frame addon would too.
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Unread 04-26-14, 10:00 PM  
Grizzly UK
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Are there any addons that change the portrait frame so as to match the square portrait? Long time ago I used BUFX but that broke for and was never fixed. Since then I've been looking but so far unable to find a suitable replacement so figured that maybe some of Adapt's users might know of something.
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Unread 04-09-14, 09:01 PM  
meljen
A Fallenroot Satyr

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This addon gives a nice flavor to the default UI, thank you... I'm enjoying it very much. :-)
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Unread 10-27-13, 07:37 PM  
10leej
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I thought my player portrait was broke then I realized that a 3d troll model likes to crouch down every now and then so it dispears in the portrait >.>
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Unread 10-27-13, 03:25 PM  
Gello
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That error looks like it's caused by a blacklisted portrait that belongs to an addon and the addon is later disabled or deleted.

The update posted just now (2.0.10) should fix it.

Thanks for reporting it!
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Unread 10-27-13, 11:07 AM  
darody
A Kobold Labourer

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Acting Weird

Won't work on my computer with any of the characters on my account, but will work for other people who log in on the same computer, and works with my account on other computers. I do not know what is wrong, but help would be much appreciated because this addon is amazing.

My lua error i get:

Message: Interface\AddOns\Adapt\Adapt.lua:129: table index is nil
Time: 10/27/13 10:02:55
Count: 1
Stack: Interface\AddOns\Adapt\Adapt.lua:129: in function `UpdateBlackcache'
Interface\AddOns\Adapt\Adapt.lua:67: in function <Interface\AddOns\Adapt\Adapt.lua:52>

Locals: (for generator) = <function> defined =[C]:-1
(for state) = <table> {
TargetFramePortrait = 1
InspectFramePortrait = 1
TargetFrameToTPortrait = 1
PartyMemberFrame1Portrait = 1
PlayerPortrait = 1
QuestFramePortrait = 1
}
(for control) = "InspectFramePortrait"
texture = "InspectFramePortrait"
(*temporary) = <table> {
(null) = 1
}
(*temporary) = nil
(*temporary) = "table index is nil"
adapt = <table> {
defaults = <table> {
}
ColorBackLayer = <function> defined @Interface\AddOns\Adapt\Adapt.lua:239
Blackcache = <table> {
}
WalkRunway = <function> defined @Interface\AddOns\Adapt\Adapt.lua:88
CreateModel = <function> defined @Interface\AddOns\Adapt\Adapt.lua:147
CheckSavedVariables = <function> defined @Interface\AddOns\Adapt\Adapt.lua:108
ShowOptions = <function> defined @Interface\AddOns\Adapt\Adapt Options.lua:37
InitializeOptions = <function> defined @Interface\AddOns\Adapt\Adapt Options.lua:25
SetCamera = <function> defined @Interface\AddOns\Adapt\Adapt.lua:229
RefreshAll = <function> defined @Interface\AddOns\Adapt\Adapt.lua:258
ColorAllBackLayers = <function> defined @Interface\AddOns\Adapt\Adapt.lua:252
SetAllCameras = <function> defined @Interface\AddOns\Adapt\Adapt.lua:233
NewSetPortraitTexture = <function> defined @Interface\AddOns\Adapt\Adapt.lua:135
ShapeAllModels = <function> defined @Interface\AddOns\Adapt\Adapt.lua:223
ShapeModel = <function> defined @Interface\AddOns\Adapt\Adapt.lua:210
UpdateBlackcache = <function> defined @Interface\AddOns\Adapt\Adapt.lua:125
main = <unnamed> {
}
SetUnit = <function> defined @Interface\AddOns\Adapt\Adapt.lua:190
portraits = <table> {
}
AddToRunway = <function> defined @Interface\AddOns\Adapt\Adapt.lua:79
runway = <table> {
}
ModelOnShow = <function> defined @Interface\AddOns\Adapt\Adapt.lua:182
}
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Unread 10-02-13, 06:04 PM  
lockon1337
A Kobold Labourer

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Please help

Hi, Adapt just all of a sudden stopped working. I turned off all my addons except this one and still not working, even the options were gone when I checked the interface. Please help and thank you in advance.
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Unread 05-01-13, 04:51 PM  
10leej
A Scalebane Royal Guard
 
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Seems square and circle layouts work fine
Full body and headshot works fine
class color backrounds

haven't found an anonymous portrait yet to test that.
Last edited by 10leej : 05-01-13 at 04:51 PM.
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Unread 05-01-13, 03:35 PM  
Gello
A Scalebane Royal Guard
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Originally Posted by 10leej
After some more testing using different frames it seems the blacklisting is not working at all
Do other setting changes persist? (Especially if it's non-standard settings already, change one setting to something else to see if it persists)

Is anyone else seeing this behavior?

The trade frames look a tad bit weird, is this on the list to be fixed?
That's caused by the limited amount of draw layers. I'll consider a tweak to fix it, but chances are shifting frames up will cause a bunch of other issues.
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