UGX-Mods
Call of Duty 5: World at War => Help Desk => Modding => Topic started by: Ege115 on June 22, 2015, 11:10:47 pm
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Hey, I have animated a gun, I have got everything working except "ads up" and "ads down" working. I don't know what I'm doing wrong, I converted them by selecting tag_view and tag_torso and exported them. And then of course converted in assman.
But for some reason, the animations are not playing, it's just playing idle animation and zooms.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F73LZ54Q.jpg&hash=c0e5e423191a2dbd8e1e0b71d7a98ea558f2b02e)
Any ideas?
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Did you try tag_ads and tag_torso? Also did you change your viewhands in the weaponfile/loadout, etc?
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are you sure that tag_toso have frames for ads anims? mayb you animate wrong bone? ::)
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Exporting with tag_ads and tag_torso selected didn't work either. it just did that common thing when a weaponfile doens't have any ADS anims at all, the gun is higher up. But didn't play the ads anims either.
And I'm using the regular, "viewmodel_hands_no_model" in the weaponfile. And I added the viewhands in loadout.gsc a long long time ago.
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Exporting with tag_ads and tag_torso selected didn't work either. it just did that common thing when a weaponfile doens't have any ADS anims at all, the gun is higher up. But didn't play the ads anims either.
And I'm using the regular, "viewmodel_hands_no_model" in the weaponfile. And I added the viewhands in loadout.gsc a long long time ago.
Are you sure the ads anims you made aren't 'supposed' to look like that? The way I do ads anims is by trial and error, so I move tag_torso then check in game how it looks, then adjust from there until it's perfect (so my first attempt could possibly look like how yours is now for example). How do you know your ads anims should look correct?
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You could try instead of having viewmodel_hands_no_model name of your viewhands. Then check in general settings, if ADS is applied
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Did you make the anims with the viewmodel-rig from bin\maya\? then normal viewhands should do fine.
For the ADS anims you can only animate tag_torso and none of the other joints/controllers. I also works if you animate the Torso_CTR box ( but essentially you still animate the joint if you use the box, so it's technically the same thing ).
For help with the ADS anims you can select the 'player-camera' by selecting:
panels->perspective->defmesh:camera
For exporting i always use these joints.
ADS animations:
tag_view
tag_torso
tag_ads
All other animations:
-in the outliner view ( the list ) scroll all the way down and look for: DefMesh:DefViewSkeleton, right click it and click: 'select set members' keep these joints selected, and also select:
-ALL guns joints
-tag_ads
Export the animated model: ( i walways export it from the idle-position, not sure if that matters though )
-Again right click the DefMesh:DefViewSkeleton, and click the 'select set members'. And also select:
-tag_view
-tag_ads
-1 random mesh ( otherwise it wont export the 'model', you can select any mesh you want, just need one )
That should work, hope it helps..
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Thanks for all the help everyone, I relized what I did wrong. As stevie and blunt said, you animate ads with tag_torso. What I did was animating that big box that is around the wepaon model. :lol:
I also want to thank @ElTitoPricus for showing me how to make ADS animations properly as well.
So I animated with tag_torso and it ended up great, thanks!