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Help needed: Weapon rigging


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I'm trying to rig some AR-15 models to run on ShinyHax' animations, but I've run into a problem. The optics I have are all severely mis-aligned when actually ADSing, but only on guns that I've set up for the new animations.

 

Here's what they look like on an AR, running Shiny's AR animations: http://imgur.com/4dw0Y7n

 

And here's what they look like on an AR running Shiny's SCAR anims (what the AR-pattern guns are currently using): http://imgur.com/CdVBZQ4

 

 

So, plain and (hopefully) simple - how the hell do I fix this? Do I need to tweak the models of the optics? Do I need to change camera offset values in the .esp? Or do I need to scrap the models entirely and rebuild them? Worth noting that I'm learning as I go here, so please go easy on me >.>

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Three ways:

 

1) Adjust the scope nif itself in nifskope moving it up or down depending on where you need to line it up. This method only works really if the attachment is not on the gun correctly in the first place though.

 

2) In creation kit adjust your scope's object mod using the ZoomDataCameraOffsetZ, ZoomDataCameraOffsetX, and ZoomDataCameraOffsetY . These values will change how high/low, forward/backward, and left/right your scope appears in the screen. This is the least destructive way to edit how a scope is lined up.

 

3) The last method is to edit the animation files themselves so the scope is adjusted. I believe for automatic firing it is called something like WPNAutoSighted.hkx and for single fire WPNFireSighted.hkx Both animation files pertain to when the user is sights down on a gun and adjusting these will have a direct effect on where the scope is in the screen. Keep in mind adjusting animation files will impact every other scope as well so if they had any creation kit offset values it will look different and may need more adjustments.

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Three ways:

 

1) Adjust the scope nif itself in nifskope moving it up or down depending on where you need to line it up. This method only works really if the attachment is not on the gun correctly in the first place though.

 

2) In creation kit adjust your scope's object mod using the ZoomDataCameraOffsetZ, ZoomDataCameraOffsetX, and ZoomDataCameraOffsetY . These values will change how high/low, forward/backward, and left/right your scope appears in the screen. This is the least destructive way to edit how a scope is lined up.

 

3) The last method is to edit the animation files themselves so the scope is adjusted. I believe for automatic firing it is called something like WPNAutoSighted.hkx and for single fire WPNFireSighted.hkx Both animation files pertain to when the user is sights down on a gun and adjusting these will have a direct effect on where the scope is in the screen. Keep in mind adjusting animation files will impact every other scope as well so if they had any creation kit offset values it will look different and may need more adjustments.

........... Well, f*#@. That's what I figured it'd take... The hell of it is, these same models, OMOD and COBJ records are used for every other rifle that uses these optics. Would altering the offset values screw up the sights for the guns they still work right on?

 

What REALLY hacks me off is that we had this same issue with some of our bolt-action rifles, but I can't remember how the hell I fixed it then.

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Yes if the same scope is used for different guns that have different animations it may mess those up. The only other option is to duplicate the scope and make a now omod out of it so it is standalone on just your gun.

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Alright. Tweaking the offset modifier on the optics isn't an option, because that f*#@s the optics on the other rifles that use 'em. I tried tweaking that same modifier on the receivers, but that literally had no effect whatsoever.

 

Am I doing something wrong here?

Edited by WhiskeyRiver2
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