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Gmax/Max - animate visibility of an object [message #275065] Mon, 23 July 2007 01:34 Go to next message
DL60 is currently offline  DL60
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[Updated on: Sat, 11 June 2011 13:36]

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Re: Gmax/Max - animate visibility of an object [message #275092 is a reply to message #275065] Mon, 23 July 2007 07:13 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
That is an awesome model!

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Gmax/Max - animate visibility of an object [message #275115 is a reply to message #275065] Mon, 23 July 2007 11:57 Go to previous messageGo to next message
Slave is currently offline  Slave
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I agree, it looks pro. It looks like it was supposed to be this way.
Re: Gmax/Max - animate visibility of an object [message #275463 is a reply to message #275065] Wed, 25 July 2007 12:26 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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Rotate the gun bone on the Ha_Snip_idle.w3d (or Close to the name i mentend

http://i186.photobucket.com/albums/x78/a-10_man/sig.jpg

BYE, BYE FLAME TANK!!!
Re: Gmax/Max - animate visibility of an object [message #275493 is a reply to message #275065] Wed, 25 July 2007 18:36 Go to previous messageGo to next message
jamiejrg is currently offline  jamiejrg
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Make sure that in your first person model the clip mesh is detached from from the rest of the mesh. Then make sure your clip is called f_cm_**** The f meaning first person, the cm meaning clip mesh, and the **** is the 4 letter notation for the weapon, i think it's snip not sure tho. The game should do the rest.

cncnick13 wrote on Fri, 24 August 2007 23:39

ok im using my dektop right now


cncnick13 wrote on Sun, 26 August 2007 00:04

umm whats the edit button
Re: Gmax/Max - animate visibility of an object [message #275496 is a reply to message #275493] Wed, 25 July 2007 19:29 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
Can you post the file for that? I luv it.

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Gmax/Max - animate visibility of an object [message #275499 is a reply to message #275065] Wed, 25 July 2007 19:41 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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The way I do it for animated clip reloads is to leave the clip in the model and animate it leaving the gun for the reload animation. The clip always leaves downward but appears to be more complex because of the angle of the gun at the time.

WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
Re: Gmax/Max - animate visibility of an object [message #275534 is a reply to message #275065] Thu, 26 July 2007 01:43 Go to previous messageGo to next message
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[Updated on: Sat, 11 June 2011 13:37]

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Re: Gmax/Max - animate visibility of an object [message #302342 is a reply to message #275065] Mon, 10 December 2007 13:20 Go to previous messageGo to next message
Slave is currently offline  Slave
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Colonel
Bump.

While reading through this tutorial, http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=52 , I felt like editing the existing AutoRifle, to give it a more futuristic look.

Based on the files I downloaded from the tutorial, I came up with this. It is supposed to be a weapon replacement for the automatic rifle.
http://zilver.demon.nl/@game/rxd/rifle_fail2.jpg
http://zilver.demon.nl/@game/rxd/rifle_fail.jpg

Just like DeathLink6.0 I'm stuck with the issue of duplicate clips, and I could not find a fix. Who can help?
Re: Gmax/Max - animate visibility of an object [message #302349 is a reply to message #275065] Mon, 10 December 2007 13:31 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Do what I said in my original post but do not use an external clip model or any other settings that go along with that.

EDIT: Or do a full blown full clip rig.


WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165

[Updated on: Mon, 10 December 2007 13:31]

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Re: Gmax/Max - animate visibility of an object [message #302363 is a reply to message #275065] Mon, 10 December 2007 13:47 Go to previous messageGo to next message
Slave is currently offline  Slave
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Colonel
I dont know how to animate really.
I just assumed that if I named and set everything right in the gmax file, it would cooperate with the existing animations.

I'm having the same issue when exporting the sample sniper rifle in the modtools folder.

So maybe if someone is willing to help, I could send that person the gmax file to get it fixed. If so, gracias.
Re: Gmax/Max - animate visibility of an object [message #302364 is a reply to message #275065] Mon, 10 December 2007 13:51 Go to previous messageGo to next message
Nassepossu is currently offline  Nassepossu
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Muzzles doesn't work.
Re: Gmax/Max - animate visibility of an object [message #302365 is a reply to message #275065] Mon, 10 December 2007 13:54 Go to previous messageGo to next message
Slave is currently offline  Slave
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doesnt work at all, sorry.
Re: Gmax/Max - animate visibility of an object [message #302457 is a reply to message #275065] Tue, 11 December 2007 06:49 Go to previous messageGo to next message
Nassepossu is currently offline  Nassepossu
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Now better? I really shouldn't post files when i'm tired. I used extremely wrong way to make it so it has a small flash in animation witch i couldn't remove... How do you set visibility of object in animation?
  • Attachment: rifle.rar
    (Size: 21.94KB, Downloaded 57 times)

[Updated on: Tue, 11 December 2007 06:50]

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Re: Gmax/Max - animate visibility of an object [message #302458 is a reply to message #275065] Tue, 11 December 2007 06:58 Go to previous messageGo to next message
Slave is currently offline  Slave
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Sweetness, the reload animation works, thanks a lot. Big Ups
Re: Gmax/Max - animate visibility of an object [message #302473 is a reply to message #275065] Tue, 11 December 2007 09:53 Go to previous messageGo to next message
Nassepossu is currently offline  Nassepossu
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Oh lol.. The original poster of this topic had the same question I had.

I moved clip 2 meters lower so you can't see it and then setted it to move by teleport so you can't even see it move.
Re: Gmax/Max - animate visibility of an object [message #302475 is a reply to message #302473] Tue, 11 December 2007 10:02 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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404 not found Sad

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: Gmax/Max - animate visibility of an object [message #302668 is a reply to message #302475] Wed, 12 December 2007 07:14 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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There is a trick to get muzzle animations to work as well, you make them invisible emitters that are only visible during the first frame of firing.

Re: Gmax/Max - animate visibility of an object [message #303038 is a reply to message #275065] Fri, 14 December 2007 05:31 Go to previous message
Nassepossu is currently offline  Nassepossu
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The question is: How do you make them invisible?
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