sjohnson89 Posted June 24, 2018 Share Posted June 24, 2018 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? Link to comment Share on other sites More sharing options...
Nightstrom Posted July 5, 2018 Share Posted July 5, 2018 Have you found a fix yet? I'm interested in this as well. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 5, 2018 Author Share Posted July 5, 2018 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 Link to comment Share on other sites More sharing options...
KiCHo666 Posted July 6, 2018 Share Posted July 6, 2018 That's because that particular animation doesn't have rotating animation. Barrel rotation is tied to the attack animation. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 6, 2018 Author Share Posted July 6, 2018 (edited) well thats a start i didnt know that so thank you is there a way to prevent that leaning thing? i'm 100% fine with using attackspin2 or attackloop as the new animation Edited July 6, 2018 by sjohnson89 Link to comment Share on other sites More sharing options...
hitman47101 Posted July 14, 2018 Share Posted July 14, 2018 Hey, not sure if you're still looking for this but here's the Flamer attack (2hhattackspin2) with the Minigun barrel rotating. https://drive.google.com/open?id=1ob_X-RAvR-tjHnmYF-BEhaA167xS0Hlf The Flamer attack anims have no spin-up of course but if you're ok with that it should work fine. Cheers Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 14, 2018 Author Share Posted July 14, 2018 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 Link to comment Share on other sites More sharing options...
hitman47101 Posted July 14, 2018 Share Posted July 14, 2018 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. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 14, 2018 Author Share Posted July 14, 2018 sweet! i'll make sure to copy this answer in the other thread, glad to hear that its doable. another follow forum user said that rotation was baked into attackspin.kf, do you think if we speed it up there will be any problems? Link to comment Share on other sites More sharing options...
hitman47101 Posted July 14, 2018 Share Posted July 14, 2018 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 :) Link to comment Share on other sites More sharing options...
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