drithius Posted September 10, 2014 Share Posted September 10, 2014 I've been updating some FO3 RH_ironsights weapon meshes for WMK and I'm really frustrated with this latest weapon - the atomic pistol/pulverizer thing. It's a ReloadJ animation (ammo cyclinder popped in from the side) but the animation plays out at a slightly different location. Although the cylinder is fine from there onward, I'm trying to fix the animation placement. Thinking it may have something to do with the ##Tube & ##TubeExp nodes, I've tried shiting them around in NIfskope numerous times, only for it to be all messed up (actual tube placement way off) in game. Could someone more versed in the annoyances of weapon modeling please take a look at the mesh in question and see if they spot anything blatantly obvious as to cause the animation issue? Nif: https://www.dropbox.com/s/r5qnyft6ugmgsc2/AlienAtomizerECLS.nif?dl=0 textures: https://www.dropbox.com/s/ghcqcxrqscp509j/AtomicPulverizer.7z?dl=0 Link to comment Share on other sites More sharing options...
jet4571 Posted July 9, 2015 Share Posted July 9, 2015 Dragging up an old post. I am having the same issue with a double barrel breach load shotgun. It is based off the sawed off shotgun pistol from FO3 but made into a rifle with full length barrels and the hunting shotgun stock. Copied all the exported parts into the caravan shotgun replacing it's parts and it animates fine but the front half of the gun moves forward during the reload animation so it is floating in the air in front of the half of the gun you are holding. I then copied all the parts to the sawed off shotgun replacing the original but this time the front half of the gun is moved forward all the time. I am beginning to think the animation forces parts into a specific position regardless of where you put them. But if anyone knows the trick to moving the placement of an animated part so it works where you want it to that info would be real handy to have public. Link to comment Share on other sites More sharing options...
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