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Join weapon to rig

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Created 11 years ago
by Gabrielle
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Hey,

I want to start porting BO2 weapons again with tanims and I have all the plugins etc... and I have my viewhands saved in .mb (binded) and I have a file of M1216 in .mb (binded as well) and when I import and click on Join weapon to rig, it won't do anything. Am I doing something wrong? I'm using BO2 viewhands (gotten with lime)
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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did you drag the bind file in?
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did you drag the bind file in?

I had the viewhands file opened in Maya (which was binded) and I imported the viewmodel of the gun (which was also binded).
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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?
Last Edit: March 21, 2015, 02:41:38 am by Harry Bo21
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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?

Hmm not clear exactly what you mean. You mean bind the gun and viewhands again and then import both in a new scene? Also will read next messages in a few hours taking a nap now so I'll let you know when i tested it. Thanks already for your time!
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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
Last Edit: March 21, 2015, 02:54:07 am by Harry Bo21
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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

Will try all of that except the clip since my gun doesn't have a separated clip model.
Still not working...
Last Edit: March 21, 2015, 10:04:33 am by JoshZombieBoy
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Just select j_gun, and then tag_weapon and click 'parent' in the general tab.
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Just select j_gun, and then tag_weapon and click 'parent' in the general tab.

And then I can just follow the rest of elfenlied's tutorial, will work the same way? Because my joints are all at my viewhands joints (I assume that's okay).

I'm sorry if I sound noob but I'm not a maya expert lol
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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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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..

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?
Last Edit: March 21, 2015, 10:45:47 am by JoshZombieBoy
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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?

radius, visibility etc should be fine, that joint is temp anyway... You didn't accidently forget to click !usebones when importing the tanim?
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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.
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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?

I don't see that option anywhere. I just double click the .tanim. But I THINK it works. I'm just pretty lazy to do all at once, will finish it this evening so I can test. But the idle looked already good enough (not 100% but that's because I'm using the anims from the kar98k)

As soon as all are done I'll see if it works and if it works mark this thread as solved. Thanks anyway.

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.

They are loaded. The .tanim import works but just not the join weapon to rig. Nevermind, I think the alternative solution also works just fine.
Last Edit: March 21, 2015, 11:39:17 am by JoshZombieBoy

 
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