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Replacing a reloading animation (custom gun) with a custom one?


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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.

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