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Top line of pistol animation path(#0) is ignored in added PowerArmor Subgraph for 3rd person animation.


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When adding custom animation for this weapon, only 3rd person custom animations in "Actors\PowerArmor\Animations\Weapons\BoSPistol" for PowerArmor race get ignored and the protagonist plays 10mm pistol animations instead, while other 3 views work smoothly. Additionally, other heavy weapons in the same plugin have no issues, whose animations are dealt with the exactly same procedure

I've set animation keywords in that weapon edit and imput animation paths, matching both fallout4's and fallout 76's data. Speed and stance are also updated. 

Furthermore, I've tried to add AnimsGripPistol to Target keywords section. Then the protagonist fails to take out the pistol and can only walk&run in 3rd view in PowerArmor.

Am I still missing somthing, or do pistol animations need special treatment? 

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