jet4571 Posted May 8, 2015 Share Posted May 8, 2015 Anyone know how to get the 2 to be the same scale? When you have the weapon holstered on your back it is considerably larger than when holding, aiming, and firing. In Skyrim I scaled the bone the weapon attaches to and that fixed the issue but there's no bone I can see in the FNV skeleton. I did manage to shrink the weapon to .5 in the 2haholster.kf by changing the NiTransformInterpolator for the Weapon block from <float_min> to 0.5 but this also affected when the weapon was drawn and I don't want that changed, just when it's holstered. Here's an example using a mod WA2000 sniper rifle: http://i49.photobucket.com/albums/f257/JET-WTF/EffingBethesda_zpse09ujuuo.jpg Link to comment Share on other sites More sharing options...
Fallout2AM Posted May 8, 2015 Share Posted May 8, 2015 That happens because the other vanilla animation files are setted as <float_min>To scale up you should make the contrary on another animation, I'd say to try on 2haequip or something like that Link to comment Share on other sites More sharing options...
jet4571 Posted May 8, 2015 Author Share Posted May 8, 2015 I want to scale the weapon down on the back to what it is when in the hands not too even the scale out but so the weapon isn't huge when on the back. I am not a fan of anime large weapons lol. I suppose I can set the scale in the carry animation and hope the rest will follow its scale. Anyway thanks for pointing me in the right direction. Link to comment Share on other sites More sharing options...
Fallout2AM Posted May 8, 2015 Share Posted May 8, 2015 They'll follow until they're setted as <float_min>. When they'll find an absolute value, they'll scale again. While vanilla usually is setted correctly with the scales, it's hard to tell the same for custom animations - often they are setted to 1 because it's how Blender usually export them - a nice thing to keep in mind in case it's for some public mod Link to comment Share on other sites More sharing options...
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