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- Create a placeholder entity (as low memory as possible) and hide it.
- Set its position to 0 0 0.
- Open its animation set in the element viewer
- Open its root dag and copy the co-ordinates.
- Go to your material override in the element viewer
- "Paste as Reference" to your vector3.
Animating the position of the placeholder should then automatically transfer its coordinates to your vector3. (Because coordinates are a form of vector3, the data should transfer fine).
I may have the specifics wrong, but I know people have done this, and I believe that's the approach.
Not sure if I'm explaining myself correctly.
I believe the standard workaround for animating any vector3 or color value is to tell SFM to use the coordinate data of a placeholder model as your values (e.g. moving the model to coordinates 1 2 3 will set your vector values to 1 2 3), and I think that what I described is the correct way to do that.
You should right-click the override material of the model that has the Vector3, and copy it.
Then right-click a placeholder model's animationset, choose "Show in Element Viewer" > "Animationset", navigate into one of its bones, and expand the "position" group thingie.
Then right-click the "toElement" and choose "Paste Special" > "Paste as Reference".
And lastly, change the "toAttribute" to the name of the variable to alter (which in this case would be "$selfillumfresenelminmaxexp" without quotes).
Then you should be able to select the bone in question, and then change it's X, Y, and Z co-ordinates to change the first, second and third values, respectively, of the Vector3.
Sorry, didn't mean to come out as rude in my comment. Thanks for your help.
That explains alot. I was kinda confused on why I had to use a model's bone just to animate a vector 3. Thanks for the help!
Here are the option when I right-click on the bone's position: http://imgur.com/OkRY5A2
And here are the options when I right-click on directly on the bone: http://imgur.com/a/pjh8p
Any idea what to do now?
Again, thanks for the help!