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Call of Duty: Black Ops 3 => Help Desk => Modding => Topic started by: Dust on November 12, 2016, 08:45:46 pm

Title: Anims arent working properly in Maya
Post by: Dust on November 12, 2016, 08:45:46 pm
I am trying to port the RPR evo from Infinite Warfare, and I followed all the steps in Jbirds weapon porting tutorial https://www.youtube.com/watch?v=CHNfDfTb_gA, (https://www.youtube.com/watch?v=CHNfDfTb_gA,) it says that its for weapons from older call of duty games, but I assume it would work for Infinite Warfare as well but when I import the .mel file for the idle anim it looks like this(it is the same for all of the other anims as well).

(https://i.gyazo.com/ca18da01ab16db0bbde368302f7f5d29.png)

Anyone know why?
Title: Re: Anims arent working properly in Maya
Post by: sevengpluke on November 12, 2016, 09:51:03 pm
Are you using the IW porting hands?
Title: Re: Anims arent working properly in Maya
Post by: Dust on November 12, 2016, 10:12:34 pm
Are you using the IW porting hands?

I am using the ones that Jbird linked in the description of that video. Could try and find the ones that are in IW.

Well ported the viewhands from IW, but whenever I try to open it in maya, maya just crashes.
Title: Re: Anims arent working properly in Maya
Post by: sevengpluke on November 12, 2016, 10:19:52 pm
I am using the ones that Jbird linked in the description of that video. Could try and find the ones that are in IW.

Well ported the viewhands from IW, but whenever I try to open it in maya, maya just crashes.

In mod me there is a conversion hands for IW weapons. Then you can follow jbrid tutorial
Title: Re: Anims arent working properly in Maya
Post by: Dust on November 12, 2016, 10:57:08 pm
In mod me there is a conversion hands for IW weapons. Then you can follow jbrid tutorial

Hmm, tried using those hands but I am getting the same problem.
Title: Re: Anims arent working properly in Maya
Post by: Aven on November 13, 2016, 05:04:34 pm
Bind your weapon, you probably did that as normal, open up the infinite warfare conversion rig to t7, drag and drop your gun into it, then under your weapons joints it should say j_gun with probably a huge name before it. if so thats fine, then go into                        t7:joints->tag_view->tag_ads->tag_torso->tag_weapon_right and then go back to your j_gun under your guns joints and click on j_gun and the middle mouse click and hold on j_gun and keep holding middle mouse while you drag it up to tag_weapon_right and let go. Then dont select anything so click somewhere else on the outliner where its grey and in your downloaded iw7 to t7 conversion rig folder where you got your conversion rig for your hands open up scripts and drag in the iw7 script or the thing that doesnt say t7, save the scene where you want name it something like (weapon)_rig and then drag and drop your animation in if its a .mel animation and then drag in the t7 script in your iw7 to t7 conversion rig folder that shouldve helped...