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Animations


ecksile

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So i got about a week of free time on my hands and i want to mess around with animations. I'm pretty sure im out of date on the animation limitations so if someone could update me on any possible breakthroughs or workarounds for adding more custom animations. Ive heard of the FOSE trick with special idle forcing but how buggy is it? what are the limitations of what it can be applied to (can you apply it to activate on anything like rifle melee/or sprinting)? How taxing on the system is it when its run (Can you have 200 guns and a custom reload/attack/idle/ animation for each or would your compooter esplode)? Ive also heard there was a second way of doing it without overwriting existing animations does anyone know of that way or can confirm this? I was playing around in the GECK and noticed some things that didn't seem to do anything...specifically hand grip. Choices being default/handgrip1/handgrip2/handgrip3 choosing any of these doesn't seem to make a difference at all does anyone know what its used for? Could it be used to add custom holding animations? Also i noticed in 1handpistol and 2handrifle there are 1handpistol and 1handpistolenergy under the animation type selection drop box what is the difference between the 2 they both use the same animation sets don't they because they fall under the "pistol" category (same for 2handrifle) or do they use separate animation sets from each other? I also heard that there was a way of adding more weapon category's using FOSE can anyone confirm this? If it is possible does that mean that you could take the weapons into deeper depth and possibly allow for more categorizing of weapons (pistols/smgs/shotguns/assualt/rifle) instead of the 3 category's that exist? If you can does that mean that its possible to add more holster animations for these types of weapons? Lastly when it comes to weapon grips (idles) some custom guns are too small or too big or have handles or grenade launcher attachments etc...would it be possible to add detection nodes into the grips to eliminate clipping and size issues (the reload animations have them to detect bolt pull and magazine/ammo placement?)? Ohh and does anyone else get the bug where animations don't finish and the slides/ejection port stays half way open or doesn't close all the way? Thanks =]

 

P.S. How do you make scope reticules? I did a little search but found nothing on the subject.

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would it be possible to add detection nodes into the grips to eliminate clipping and size issues (the reload animations have them to detect bolt pull and magazine/ammo placement?)? Ohh and does anyone else get the bug where animations don't finish and the slides/ejection port stays half way open or doesn't close all the way? Thanks =]

No. there are no detection nodes. the biped was animated to hold/reload those particular weapons. the kfs contain controlled blocks for those sub objects on the weapon, ie mag/bolt etc.

P.S. How do you make scope reticules? I did a little search but found nothing on the subject.

They are just a nif. meshes\interface\hud\

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