UGX-Mods

Call of Duty: Black Ops 3 => Help Desk => Modding => Topic started by: illuminazi on October 06, 2016, 05:59:56 am

Title: BO2 STG-44 Porting: Gun in weird position.
Post by: illuminazi on October 06, 2016, 05:59:56 am
I used this video: http://www.youtube.com/watch?v=FjrcpUWwYfk (http://www.youtube.com/watch?v=FjrcpUWwYfk) to port the bo2 stg44 to bo3 and all the animations except ads_fire ended up like this: http://imgur.com/a/KkXlH. (http://imgur.com/a/KkXlH.) The animations played properly just in the air to the left. I could not see any viewhands when the animations were playing. Thanks in advanced for any help  :).

Double Post Merge: October 07, 2016, 02:12:22 am
The link image link is this:
http://imgur.com/a/KkXlH (http://imgur.com/a/KkXlH)
Title: Re: BO2 STG-44 Porting: Gun in weird position.
Post by: Taven on October 08, 2016, 09:01:36 pm
Having the same issues with my weapon ports but they are up in my face which is upsetting. So I refuse to import weapons and such as of now. Hoping someone can release a full video tut on how the process is done cause there has to be something I did wrong.
Title: Re: BO2 STG-44 Porting: Gun in weird position.
Post by: Arrace on October 19, 2016, 01:06:42 am
I'm also having this same issue, I just attempted porting over the judge from BO2 and I was able to get each animation perfect. However after trying the raygun mkII, everything but ads fire works great. When I attempt to put the tanim on for ads fire it seems to be off centered to the right. I went back to my conversion rig for the judge and retried ads fire on that animation as well, and it's now showing off centered to the right. Would this happen to be a maya setting that somehow I changed with a keybinding?
Title: Re: BO2 STG-44 Porting: Gun in weird position.
Post by: Taven on October 19, 2016, 11:33:56 pm
Open your xanims (all but ads up and down) and find and replace all of j_gun with tag_weapon see if that helps
Title: Re: BO2 STG-44 Porting: Gun in weird position.
Post by: illuminazi on October 24, 2016, 11:24:52 pm
I solved it by unchecking use bones in animations