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Porting knife melee anims

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Created 11 years ago
by DidUknowiPwn
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Alright so I wanted to port the MW2 melee anims for my weapon mod and everything was fine and dandy until I tried to place the knife model 'viewmodel_knife' and then tried to join it to the weapon rig.

Error #1: "Cannot find tag_weapon & j_gun"
So I was like k I'll just rename the knife model which I did and now the model successfully attached to the right.

Problem #2: Knife is placed wrong
Now this is the problem that has been bugging me for the past 30 minutes, I can't get the knife onto the other hand even with renaming the joints in the dumped anim and even in the model itself. Nothing is working, so I was wondering if you guys would know.

Notes:
1) viewmodel_knife is modified to be a j_gun instead of tag_knife
2) Not creating a j_gun instead of tag_knife will result in tom's plugins not to 'connect' the rigs.

Pictures:
Model attached + j_gun + anim: stab


Model attached + j_gun + anim: slice
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  • steviewonder87
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steviewonder87
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You are probably best off attaching the knife model to the viewhands rig manually by creating a new bone rather than using the 'join weapon to rig' option with Tom's plugin.
Marked as best answer by DidUknowiPwn 11 years ago
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Afaik, knifing anims do not use j_gun, they use tag_knife_attach (if the knifemodel is defined in the weapon file) which is on the left hand:


You'll have to attach the knife's joints to it so you have tag_knife or whatever it is under tag_knife_attach, since what the game does is if you knife and a knifemodel is defined, it attaches the knifemodel to tag_knife_attach and then does the melee.
Last Edit: January 07, 2015, 01:31:56 pm by Rollonmath42
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Thanks Rollon, it's working :P

Had to fidget with the position/angles of the weapon on the base model but it came out pretty good for custom positions and such.

This is the positioning in Maya and the attributes if anyone wants to try it out for themselves.
Last Edit: January 07, 2015, 06:18:02 pm by DidUknowiPwn

 
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