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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
did you drag the bind file in?
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last time i had that issue, i just rebinded the gun and clip
Then saved each one and imported again into a new scene, saved that
then opened new scene, imported the hands, then the full model
Second time worked, first time didnt. Have you tried that?
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I mean like this
Open a new scene in maya, drag the gun in, drag the bind in, save scene as "gun"
Open a new scene in maya, drag clip in, drag bind in if available, if not bind it yourself, save scene as "clip"
Open a new scene in maya, import the gun, then import the clip, and drag the clip to where it should be. Save scene as "gun and clip" (I also fix the textures here s you may see some appeared with "clip_" as a prefix)
Open a new scene in maya, drag the view hands in then drag the bind (or just import one thats already done), then import the "gun and clip" file you saved
then hit join weapon to rig
Thats exactly what i do each time, although on occasion ive had the issue you describe. Rebinding the model usually fixes it



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Just select j_gun, and then tag_weapon and click 'parent' in the general tab.
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I think so, yes. The outcome should be about the same, only the gun is not in the position of tag_weapon maybe. But when you add the tanim that should be 'fixed'.
Otherwise do this:
In the animation tab:
-click create-joint, then click on tag_weapon and then somewhere in the 3d view to create a new joint.
-select that joint, and make all coordiante's 0 ( so it's in the same place as tag_weapon
-now select j_gun, then the new ceated joint and click 'connect-joints' in the animation tab ( so not 'parent' this time )
-now select your new created joint, and delete that
Dont think it make's a big difference though, the tanims should fix the position anyway..
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No, as soon as I add the tanim and I watch in camera mode, I see the gun floating in the air. In the past I've ported around 3/4 guns without problem by just joining the weapon to rig.
Also, should the radius also be 0? Better, should everything underneath joint1 be 0 and visibility on?
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radius, visibility etc should be fine, that joint is temp anyway... You didn't accidently forget to click !usebones when importing the tanim?
You could try making sure Tom's/Aidan's plugins are loaded, mine sometimes reset for some unknown reason and I have to go into preferences and turn them back on.