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making miniguns use attackspin2.kf animation (flamethrower) without disabling barrel rotation animation?


sjohnson89

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so i felt tired of this stupid spinal curve when my character start shooting, and i decided to use flamethrower animation in the geck. everything looks okay, but the rotating barrel animation stops working. is there a way for me to prevent getting this weird looking stance without interfering with the barrel animation?

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  • 2 weeks later...

nope! sorry

 

although i realized i could have given a more detailed description

 

quote from another message i sent today

 

for example this is how a character fires a gatling laser

https://staticdelivery.nexusmods.com/mods/120/images/thumbnails/22414-3-1485743757.jpg

but when we switch to minigun animation this happens

https://staticdelivery.nexusmods.com/mods/130/images/thumbnails/59690-3-1436589408.jpg

(spinal injury!)

so if i change the setting in geck everything works but the barrel of minigun stops rotating

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HOLY s#*! THE KING OF ANIMATIONS IS HERE!!! thank you for honoring me

 

thank you mister, but seriously, THANK YOU. sometimes words cant describe our feelings. i'm grateful for you taking time to fulfill a guy's request. this weird curve always bothered me but thanks to you its gone! many thanks

 

the animation seems to be working fine, i tested it with 2 different miniguns.

 

https://forums.nexusmods.com/index.php?/topic/6809552-is-it-possible-to-make-miniguns-barrel-animation-faster-its-rotating-too-slow/

 

in this thread we were discussing the possibility of such thing - since i found you here i hope you dont mind me asking but, is it possible?

 

have a good day

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Haha no problem man, glad I could help. :)

 

Regarding speeding up the rotation, sure that's possible. At the moment the Minigun barrel takes 4 frames to do a full rotation, just making it complete that rotation in 3 or less frames instead would speed it up. I did the Flamer attack edit in Nifskope but it would be a lot easier in Blender or Max, I just don't have the tools installed at the moment.

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Nah there shouldn't be any problems, you can edit stuff in .kf files as much as you want as long as the start and stop times remain the same. So if you edit the rotation keys for the Minigun barrel (##MinigunBarrel) in the 2hhattackspin.kf just make sure the first keys time is 0 and the end keys time is 1.333333, that being the length of the anim, Otherwise the game will lock up and crash when the anim ends.

 

I hope that makes some sense, its been a really long time since I've thought about this stuff.

 

Cheers :)

 

 

 

 

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