E3245 Posted July 8, 2016 Author Share Posted July 8, 2016 (edited) Okay, I followed Amineri's suggestions, and here's what happened after a couple of hours of testing. I made sure the SoundNodeWave, and SoundCue works. Also tested the animation to make sure that it works. I imported the sniper animation in 3ds max, fixed the position of the bones for FF_FireA, FF_FireWeaponA, and HL_ReloadA, and increased the FF_FireA animation to 4 frames (0.0917 seconds). I tested this with minimal settings, the the AnimNotify for the sounds and particle systems seem to play just fine, with an average of 40 - 60 frames per second. Then I tested the SVD with the absolute maximum settings, the AnimNotify for the sound and particle systems fail to play, with an average of 15 - 20 frames per second, without using the slomo command. I not sure what's going on. I can't seem to get a perfect .08 seconds in 3ds max when I adjusted the timeline. I also tried using 370 ticks to reach .08, but I instead get .0802 seconds when I imported the animation into Unreal. Edited July 8, 2016 by E3245 Link to comment Share on other sites More sharing options...
Amineri Posted July 8, 2016 Share Posted July 8, 2016 There's nothing magical about the 0.08 seconds number. In fact, I think I wanted a longer time, but JC exported from Blender with that time-line, so we called it "good enough". The other option is to copy the full-body animation of the soldier, and attach the sound in there. This works for single-shot weapons (like Laser Sniper Rifle), but we didn't use that generally because most of our lasers use multiple shots, with multiple projectiles, and we wanted a sound for each projectile. I believe the base-game Cannon_CV does something similar -- it doesn't have a sound/projectile, but instead a single "buzz" sound that plays for the entire firing duration. Link to comment Share on other sites More sharing options...
E3245 Posted July 8, 2016 Author Share Posted July 8, 2016 (edited) There's nothing magical about the 0.08 seconds number. In fact, I think I wanted a longer time, but JC exported from Blender with that time-line, so we called it "good enough". The other option is to copy the full-body animation of the soldier, and attach the sound in there. This works for single-shot weapons (like Laser Sniper Rifle), but we didn't use that generally because most of our lasers use multiple shots, with multiple projectiles, and we wanted a sound for each projectile. I believe the base-game Cannon_CV does something similar -- it doesn't have a sound/projectile, but instead a single "buzz" sound that plays for the entire firing duration. I figured out why it wasn't lining up correctly, I had to set the timeframe to 2:64 in Frames:Ticks and add keys at the beginning and end of the timeline for each bone. I did that and it imported with the time I wanted (.08 seconds). I've set durations for each AnimNotify in FF_FireA, for the muzzle PS and SoundCue, at max, just to see what would happen. It didn't change anything. I've tried putting the AnimNotify_Sound on the soldier animation before, but I still had the same problem. I might try that again just to see if it changes anything. EDIT: I figured out that it wasn't applying my changes because I was subscribed to my mod, causing it not to load my changes. It now works, but now everytime I fire the SVD, the mag and other parts move several feet away from the weapon. I don't know what causes it. Edited July 10, 2016 by E3245 Link to comment Share on other sites More sharing options...
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