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weapon animations [message #365038] Sat, 27 December 2008 14:45 Go to next message
medmech12 is currently offline  medmech12
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Is there a way to have a weapon moving, while you're holding it?
Re: weapon animations [message #365061 is a reply to message #365038] Sat, 27 December 2008 16:47 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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you mean in 3st or 1st view?

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Re: weapon animations [message #365063 is a reply to message #365038] Sat, 27 December 2008 16:55 Go to previous messageGo to next message
medmech12 is currently offline  medmech12
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3rd person
Re: weapon animations [message #365078 is a reply to message #365038] Sat, 27 December 2008 18:17 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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The only way i know of is that you have to find that animation in W3dViewer so you know how to export it later (the name).

To view animations
Open s_a_human.w3d
Open a male character.w3d
Open the animation

It should view now.

In renx you must create the animation from scratch.
Open the Male.gmax in LE folder which contains the bones.
Delete everything except all bone objects.

Now with the animate cursor you must place the bones good.
When you're done export as Hierachel Animated as the name you found earlier.

Test in game.

This will take alot time tho, to get smooth animations.. but good luck Listen

Listen Listen


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Re: weapon animations [message #365100 is a reply to message #365038] Sun, 28 December 2008 02:36 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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i wanted that too for my CG and LCG third person models (which I'm damn lazy to finish) i don't really understand what you mean. could u write a tutorial Big Grin
Re: weapon animations [message #365107 is a reply to message #365038] Sun, 28 December 2008 03:26 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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Won't work Razz. There is a total of 84 animations used for the weapons depending on weapon style, angle of aim and movement direction (well actually a few more for jumping). And they are all located in separate w3d files btw.

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Re: weapon animations [message #365111 is a reply to message #365038] Sun, 28 December 2008 04:27 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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that can be viewed in transitions in LE ? Big Grin
Re: weapon animations [message #365291 is a reply to message #365038] Mon, 29 December 2008 09:33 Go to previous messageGo to next message
medmech12 is currently offline  medmech12
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cant i use an animation that was already included with the game?
Re: weapon animations [message #365315 is a reply to message #365038] Mon, 29 December 2008 12:08 Go to previous messageGo to next message
Scrinwarrior is currently offline  Scrinwarrior
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possibly, but that seems to make this all too incredibly complicated. What are you planning to do with this anyway?
Re: weapon animations [message #365423 is a reply to message #365038] Tue, 30 December 2008 08:24 Go to previous message
medmech12 is currently offline  medmech12
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i'm just new to modding and i just want to create some new weapons to experiment with
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