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Gattling rifle


Draks66

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It depends on what type of animation you have defined for the weapon. AttackSpin works only with twohandhandle. There is no such fire animation for the other types. And, of course you would also need the correct bone structure for AttackSpin. Edited by Heffy
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There’s no easy way I can think of for doing that.

I’m not sure how exactly the minigun works in FalloutNV (contrarily to the attackloop anim, it’s not a looping animation) but one way of doing it would be creating a firing anim where the barrel spins 180° once and adding the track to 2haattackloop (for example) in nifskope.

You’ll need to create an additional node (for example #GatlingBarrel) to which the barrels mesh(es) will be parented and which will be the one that rotates 180°. Also the animation will need to be exactly the same length as 2haattackloop, thus 0.1667 (I don’t know what units they use, but it’s neither seconds nor frames, just import the original anim to determine the duration). And finally, you need to add this track to both 1st and 3rd person anims (standing and sneaking) and for both normal and ironsight (IS) anims.

Unfortunately, the inconvenient with this method is that your weapon won’t be compatible with animation replacement mods, as it will require the animations that come with your mod.

You “could” also try to add this animation as a 2haattackspin (you’ll need to rename the NiControllerSequence to AttackSpin as well). I doubt it’ll work but who knows…

 

In some nif files, some nodes have NiTransformControllers attached to them, but I don’t know whether this could be a solution nor do I know how it works. Maybe someone who has dealt with these could point you to an easier method.

 

Edit: Coming to think of it, this is a very basic animation, so you may not need to use a program like 3ds max or blender to animate the node. You could just do it in nifskope, copying a NiTransformInterpolator with no translation data and a with a NiTransformData. In that last one, you can define 3 rotation keys. The first one (at time 0.0000) with 0 rotation on the desired axis, the second one (at the anim length divided by 2) with a rotation of 180 and the last one (at the stop time value) again with a zeroed rotation.

Edited by Heffy
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