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Iron sight animation concern / question / mod


Jyggilag

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tldr; What animation is in between the ironsighted attack animation, and the idle animation?

 

I am concerned about the animation bug where the gun gets stuck for a second before being put into the idle position.

In other words, after *firing* the pistol, and releasing aim quickly, the gun stops for a second when lowered, then goes to idle. This happens with all guns in the vanilla game.

https://imgur.com/a/aboOKpn

 

This part in question is not part of the 1hpaim.kf , 1hpaimis.kf , 1hpattackright.kf , or 1hpattackright.kf animation. As you can see, the gun is still in the sighted orientaion but just lowered. This makes me think 2 animations are playing, the 1hattackrighis.kf (iron sighted fire) and whatever animation lowers the gun.

 

 

**On a side note the same thing happens when just sighting in and then out again, but it is very hard to notice. Maybe the newer scripted animations could help.

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Ah, idle to aimis is very smooth. It is when the character transitions from aimis to the static true iron sight animation. Still working to make smoother.

 

To be clear, this is an old issue. I have just wanted to look into modern scripting to see what source code could be written for new animations, etc.

Edited by Jyggilag
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No worries. Feel free to delete the thread. Looking through the forum, GMAD seemed by far the place to ask technical questions, and seeing as it is a discussion, I thought the casual passerby in GMAD would realize iron sights + imgur link = FNV.

 

For those that are interested, the first person animation stack is idle > aim_is > snap camera straight to sighting node on gun

 

The bug arises because the non-"true sight" attack aniation is not finished playing when camera is snapped away from the guns sighting node.

 

In my playthrough, I will be using the FOV Slider mod's zoom timing combined with true iron sights turned off to be more immersive.

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