langnao Posted May 15, 2020 Share Posted May 15, 2020 You need to edit and regenerate the animation at source if u wanna fix the angle issue just like if u wanna move the hand that pull the bolt ... Anyway this should be better:https://drive.google.com/file/d/1IKftChIfNYUsjm9khZfC_EPK4USN-f7k/view For the bolt pulling, that really need to redo and align the hand and alot of work so can't help on that ...Got it. Works and looks perfectly now. :smile: The bolt doesn't bother me too much, since not even the G3 mod seems to have managed to fit it properly with the animation. Unless someone makes a full fledged R91/G3 type of weapon with custom anims, this will have to do. I even finally managed to fix the sound! Although there is a few sound options there regarding a "Cloth" reload which I have no idea what its for, so I left it alone. I was thinking, would you be okay if I released this under your and mine name, after I get all the permissions, fix up the .esp and the subgraphs for NPCs and Synths?You did like 80% of the work pretty much, and I'd love to see it spread further. :smile: Sure, you can do whatever to your liking but I didn't create the animation so u should get permission from the original MA. As for the SoundPlay annotations, if u load the 'mp5' mod, 'HK_MP5.esp' using creationkit, under Sound Descriptor u will see all the sound being referred, eg 'WPNHuKMP5ClothMagIn. Open it up and the sound path is 'data\Sound\FX\WPM\HuK_MP5\Foley\MP5_ClothMagIn.wav'. So what the 'SoundPlay' annotation does is playing that particular 'Sound Desriptor' at the indicated time during the animation. As for the other annotations like 'reloadcomplete', 'reloadend', etc these r in-game annotation that inform the game the reload has completed. Link to comment Share on other sites More sharing options...
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