Sorry to side-track the animation topic a bit. Regarding "zeroing" the iron sight, you can somewhat do so by adding the fZoomDataOffsetX, fZoomDataOffsetY, fZoomDataOffsetZ keywords to the scope/iron sight add on of the weapon (or receiver if the iron sight is part of the receiver) and adjusting their values to make the iron sight line up when the player aims down the sight in first person mode. Personally, I think IF there's exist tools or capabilities that allows modders to change existing 3rd person right hand pose from straight rifle grip holding pose (i.e. like the one used in combat rifle, combat shotgun, and radium rifle etc) to pistol grip holding pose (i.e. like the one used in submachine gun, in-game assault rifle), that would resolve a lot of headaches. For example, the radium rifle animation could be a somewhat viable animation of pistol grip rifle type weapon mods if it has a pistol grip pose instead of a straight rifle grip pose. :sad: Sadly, I guess until there are tools that allow modder to edit character skeletons (or future DLC contains AK or AR15 like weapon platforms), we just have to make do with existing animations. (The following screenshots show cases M4 rifle from Modern Firearm mod with pip gun animation. Although screenshot-wise it's somewhat serviceable, you can see the way the character holding the M4's pistol grip is still a bit off. Plus, the reload animation just don't match) http://i.imgur.com/Z9RfhcN.jpghttp://i.imgur.com/ptCL3b6.jpg